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Behind 
the Scenes 
at Coleco 
and Atari , 



ALL KEYED UP a 

The Computerization 
of Video Games— A 

GEREPOR 



K48964 

JUNE 1983 

US $2.95 

Canada 

$3.25 



'J: 




'71896"48964 



THE BEST G/ 

JUST GO! 



When you own ColecoVision, you own a powerful computer. 

A computer that creates graphics more advanced than any other video 
game system. 

And all the new game modules you see here are just the beginning. 

Soon, there'll be an astonishing breakthrough that will allow 
ColecoVision to operate as a multi-functional home computer. 

Which means the ColecoVision you own today, is the system of to- 
morrow. 



The Super 
Action" Controllers* 

Grasp the most precise con- 
troller ever built. 

Feel the arcade quality joy- 
stick and built-in speed roller. 

Use the multiple player select 
buttons to move as many as four 
different players at once. 

Plot elaborate sports games 
strategies in advance. On a twelve 
button keypad. 

The Super Action™ controller 
set comes with Super Action Base- 
ball as a bonus. And will be avail- 
able this June. 




The Super Game Nodule.* 



Boost the memory of your 
ColecoVision to equal the memory 
of most coin operated arcade games. 

Achieve over 15 times the 
memory of an Atari 2600® VCS™ car- 
tridge. 

Unleash astounding graphic 
resolution and game variations that 
surpass even the real arcade. 

The Super Game Module can 
produce over 100 different screens, 



when required. It displays bonuses. 
Intermissions. Even lets you enter 
and store your initials in the "Hall of 
fame'.' The Super Game Module will 
be available this August. 

And it comes with two bonus 
Super Games: Buck Rogers™ Planet 
of Zoom"" and Gorf? 




TURBO,'" SPACE P JRY, '" OfSTRUCTION DERBY *" PLANE T Of ZOOM. " SUBROC" AND SEGA'" ARE 
TRADEMARKS Of SEGA ENTERPRISES INC ©1980 ©1982 PEPPER II" IS A TRADEMARK OP EXIUY INC 
©1982 MR DO'". SPACE PANIC" COSMIC AVENGER" ARE TRADEMARKS Of UNIVERSAL CO LTD ©1981 




©198? DONKEY KCNG JUNIOR" AND MARIO" ARE 
TRADEMARKS OP NINTENDO Of AMERICA INC ©198? 
LOOPING" IS A TRADEMARK Of VENTURE LINE. INC. ©1982. GORF" 



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1 BETTER. 





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The 


Expansion 


Nodule. 





The Driving Module. 

Take the wheel of a 
high performance race car. 
Step down on the accelera- 
tor. Slam shift. 

Steer through tunnels. 
Around curves. Over oil 
slicks. The Driving Module is 
available now with Turbo,"* 
the hit arcade game, as a 
bonus. 

And Destruction Der- 
Play more games on Coleco- by™ and many others are 

Vision than on any other system. coming soon. 

Play any cartridge made for the 
Atari 2600® VCS " by Atari, Acti- 
vision,'" Imagic,™ Sears Video Ar- 
cade™ and more. The expansion 
module is available now. So, now 
choose almost any game made, and 
play it on the best system ever made. 
ColecoVision. 

The Roller Controller.* 

Quick. Responsive. The Roller Controller is a whole new way to play most 
joystick controlled ColecoVision games. 

It gives you a 360 degree field of movement. Lets you fire up or down. And 
the faster you spin the ball, the faster your on-screen object reacts. 

The Roller Controller is coming this July. And, as a bonus, it comes with 
Slither,™ the lightning fast arcade game. 



<Ss**J* 




Dazzling 
New Games. 

Arcade games. Sports 
games. Adventure games. And 
more. Games like Donkey Kong 
Junior.'" Space Panic.™ Looping." 
Pepper II.™ and Space Pury.™ All 
available now. 

Qames like Destruction Der- 
by™ and Super Action Football 
coming in June. Rocky, " SubRoc,™ 
Mr. Dol™ coming in July. And Time 
Pilot™ in August. 

ColecoVision is the first truly 
expandable video game/home 
computer system. And today isjust 
the beginning. Because Coleco- 
Vision is the system of tomorrow. 




IS A TRADEMARK Of BAt.LV MIDWAY. MFG CO. ©1981 ROCKY " IS A TRADEMARK Of UNITED ARTISTS CORP ©1983 SLITHER'" IS A TRADEMARK Of CENTURYII ©1981 BUCK ROGERS"" IS A TRADEMARK Of THE DILIE FAMIIY TRUST 
• .118? TIME PILOT"- IS A TRADEMARK Of KONAMI INDUSTRY CO LTD ATARI* AMOVCS'" ARE TRADEMARKS Of ATARI. INC. SEARS VIDEO ARCADE'" IS THE TRADEMARK Of SEARS ROEBUCK MID CO ACTIVISION'" IS THE TRADEMARK Of 
1 1 INC IMAGIC'" IS A TRADEMARK Of IMAGIC ©COlECO INDUSTRIES 1983, 945 ASYLUM AVENUE HARTfORO. CT 06105 





page 72 



page 30 



page 34 




Volume 1, Number 9 June 1983 

FEATURES 

VIDEOGAMES Interview: Arnold C. Greenberg 22 

As far as video games are concerned, the best is yet to come, according to the president of 
Coleco. By Roy Trakin. 

Sights to Behold in the Video World 30 

When George Opperman sees a blip on a screen several million images flash through his head. 
But only a few of these will grace the Atari coin-op cabinets, posters and advertisements seen 
throughout the country. Mark Osmun steals some time out of Opperman's hectic schedule. 

The Computerization of Video Games 34 

Turning your home game system into a computer is a snap. Literally. Anne Krueger, Suzan 
Prince and Mark Brownstein report on what's in store for owners of Intellivision, Odyssey, 
Astrocade, Coleco, and Atari game systems. 

SPECIAL SECTION: 

Video Sports Games Illustrated, Part 2 55 

Take out the gloves, line up those pins! Noah Greenberg reviews the hockey, bowling, basket- 
ball, golf, tennis, boxing and skiing carts for video games sportsmen. 

DEPARTMENTS 

DOUBLE SPEAK 8 

Some words of advice from our readers. 

HYPERSPACE 6 

Insights into the issue at hand. 

BLIPS 10 

Three ring video games, more fun with Journey, staying in style in the arcades. Atari surveys 
the coin-op scene, Pac-Man— on the road and in the drugstores. 

HARDSELL 52 

Mark Andrews delivers a programmer's perspective of Commodore's VIC-20. 

SOFTSPOT 61 

From simple to sublime, the latest offering of home carts has something for everyone. Perry 
Greenberg reviews Venture, Smurf Rescue, Bomb Squad. Gopher, Space Spartans, 
Centipede, Turmoil and Nexar. 

COIN-OPSHOP 66 

The latest batch of arcade games indicate a return to strong game-play and continued improve- 
ment of graphics, new challenges and bizarre themes. John Holmstrom reviews Xevious, Star 
Trek, Bagman, Bump 'n' Jump, and Quantum . 

FLIPSIDE 72 

Q'bert's taken his cast of zany characters and taken them over to pinball. In the first install- 
ment of this new column, Zelmo tells all about Gottlieb's latest. 

YOUTHBEAT 74 

Having a home video game party can be both fun and profitable. Rawson Stovall gives hints 
on how to throw one without irritating mom. 

BULL'S-EYE 75 

Milton Bradley's back in the Wall Street eye, reports David Leibowitz. 

BOOK BEAT 76 

Stephen Manes' book Video Wars sheds modern light on the age-old conflict between teens 
and adults. Reviewed by Anne Krueger. 

COMICRELIEF 79 

The saga continues! Chapter six of Matt Howarlh and Lou Stathis' "The Zydroid Legion;" 
Gene Williams' "Raiders of the Lost Arcade, and Peter Bagge's "The Video Kid." 

STATS 82 



Cover illustration by Michael Waldman 



IF YOU OWN A COMMODORE COMPUTER, 
YOU KNOW IT CAN DO ALL THIS. 



i 




33*H 



BUSINESS 



EDUCATION 



PROGRAMMING 



7 i * : = i E 
Lij : tt ;•' _ . 



GAMES 



BUT DID YOU KNOW FOR ABOUT $100, 
YOU CAN ALSO GET IT TO DO ALLTHIS? 




rs 



GAMES 



TRAVEL 

INFORMATION 



COMMODORE 
INFO. NETWORK 



EMPLOYMENT 
OPPORTUNITIES 





The screens at the top of the 
page show a few examples of 
how versatile the VIC 20 TW or 
Commodore 64'" can be with the 
addition of Commodore software. 

The screens below them give 
you a few examples of how much 



more versatile they can be with 
the addition of a Commodore 
VICMODEM. 

For around $100, the 
i Commodore VICMODEM 
will turn your VIC 20 or 
Commodore 64 computer 
into a telecomputer. 

To make matters even better, 
Commodore includes a few little 
extras (such as a free hour's time 
on the two most popular telecom- 
puting services) that add up to a 
value of $197.50* A nice return on 



USA -POBox500.Consnoriock.en. PA 1M28. Canada 3370Pharn-«cy Avenue Agmcourt Ontario. CanadaMlTOM •Ce't3inoll6tS5ut>|ecttocnange 
Co™r*,Ser*e a a trademark ol CompuServe Inc andH&R Block Co Dow Jone*News<Retriev»l Servicers a registered trademark ol 
Dow Jones & Co Inc Tne Source is a serv.ee mark ol Source Telecomputing Corporation » sutwdn'V ol Headers Digest Corporation. Inc 



an investment of about $100. 

Most computer companies 
think it's reasonable to ask as 
much as $500 for a modem that'll 
give you telecomputing capabili- 
ties such as ours. 

However, with a VICMODEM 
priced at around $100. we think 
we're being a lot more reason- 
able. Don'tyou agree? 



ft commodore 

*" COMPUTER 



It used to be so simple back in the good old days of 1982. There were person- 
al computers for the other folks with keyboards, peripherals and a host of 
foreign languages. While we could be content with our video game systems, 
our only concern was to keep up with the new titles and maybe the contempla- 
tion of picking up a replacement stick or two. But times have changed. 

For most of us, recent as well as upcoming developments probably aren't 
that much of a surprise. After all, the warning signs have been blatently ap- 
parent that a new era would begin. The only issue is when and how, given the 
fact that many home computers are being positioned as game systems, plus a 
whole lot more. Meanwhile, the programmable videogame units, which have 
prevailed for a number of years, were finally being modified and upgraded in 
anticipation of the time when they might want to offer expanded capabilities. 
We witnessed the release of second and third-generations systems that seemed 
to be limitless in their ability to do more than just play games. Add-on 
modules alone proved that almost anything could be hooked into a unit that 
would expand its operating capacity and potentially change its role in our 
day-to-day lives. 

And now here we are at the brink of a new beginning for what has become a 
legendary standard: the home video game system. Interestingly the events 
that have gotten us to this point trace their origins back a little more than a 
decade ago when the first models were introduced. In retrospect the evolution 
has been a remarkable one, considering that an entire society has so readily 
embraced a totally new technology, almost without question or doubt. 

The funny thing is that video games, arcade and home variety, really paved 
the way for the growth of personal computers and the increasing overlap that 
rapidly followed. Since 1983 is shaping up to be a year of notable 
achievements in terms of hardware development, VIDEO GAMES wanted 
to keep you right on top of the events as they happen. 

To bring you all the inside information, we have assembled a group of 
knowledgeable, curious and intrepid writers to search out all the facts regard- 
ing the major home game systems. Beginning on page 34 you get a first-hand 
look at how keyboards will be infiltrating the ranks to bring previously con- 
sidered impossible operating power to everything from Atari's VCS to Mat- 
tel's Intellivision, ColecoVision and even the Astrocade. 

But there's still more to be found in this month's features such as a behind- 
the-scene visit with a man responsible for much of the outstanding artwork 
coming out of the Sunnyvale, California headquarters of Atari. Back East 
there's an interview with the guiding force of Coleco, Arnold Greenberg, who 
gives an account of just how they have done what they have, and what's still to 
come. It's an enlightening perspective on a true American success story that 
begins on page 22. 

Also in this issue of VIDEO GAMES are the first appearances of two 
regular columns we hope you find interesting and enjoyable to read. Youth 
Beat, page 74 features the advice and suggestions of Rawson Stovall on how 
to throw a video game party at home. Stovall, of Abilene, Tx . , is the author of 
a syndicated newspaper column called "The Video Beat." 

"The Flip Side" appears on page 72 and expands KG's already extensive 
coverage of the coin-op industry to include the efforts being undertaken 
above and beyond pure video games, whether it's the design of a new pinball 
machine, a model that might incorporate both categories of play, or one 
which provides a format so different, it can't be ignored for what it may 
represent as a possible addition to the standard game room bill of fare. 

And there's still more, including reviews in the newest arcade games, 

home carts and the second part of Video Sports Games Illustrated. 

—Editor 




Publisher 

Cheh N. Low 



Editor 

Roger C. Sharpe 

Managing Editor 

Sue Adamo 

Associate Editor 

Perry Greenberg 

Copy Editor 

Linda Moran 

Contributing Editors 

Mark Andrews 

Nicholas Crawford 

John Holmstrom 

Editorial Assistants 
Michael Fine 
Melinda Glass 



Art Director 

Bob Sefcik 

Art Associate 
Barbara Taff 



Advertising Director 

Jason Boda 

Advertising Manager 

Bob Gardener 

West Coast Advertising Manager 

Bruce E. Thomsen 

Tel: (714) 481-8442 
Circulation Consultant 

John F. Hayes 

Assistant to the Publisher 

Jan Mittelmark 

Contributors 

Armando Bacz, Peter Bagge, Mark Brownstein. 

Noah Greenberg, Matt Howarth, Anne Krueger, 

David Leibowitz, Lionel Martinez. Mark Osmun, 

Suzan Prince. Susan Shay, Lou Stathis, 

Rawson Stovall, Roy Trakin, Dana Ventura, 

Michael Waldman, Gene Williams, Zelmo 

VIDEO GAMES is published monthly by 
PUMPKIN PRESS Inc., 350 Fifth Avenue, 
Suite 6204, New York, N.Y. 10118. Under 
Universal International and Pan American 
Copyright Conventions. Reproductions of 
editorial or pictorial content in any manner is 
prohibited. No responsibility will be accepted 
for unsolicited material. All such material must 
be accompanied by sufficient first class postage. 
Single copy price $2.95, Subscription rate 
$30.00 for one year (12 issues), Canada and 
Foreign are $45.00. Application to mail at 
second class postage rate is pending at New 
York, N.Y. and additional mailing offices. 
Postmaster: send address changes to Pumpkin 
Press, Inc., 350 Fifth Ave., Suite 6204, New 
York, N.Y. 10118. 



6 VIDEO GAMES 



INA SYNDROME": 

PERIENCE A 
ELT-DOWN! 



■:. 







Overheated reaaor! Devastating particles! Damaged rJOfeT And the unthinkable- meltdown! 
It has all the makings of a catastrophe . . . and one of the most exciting new video games ever. 

For years, the nuclear power plant at Spectra Wand has provided safe energy Now. an 
earthquake has changed all that. The lives in Spectraville are now in your hands Dangerous par- 
ticles must be contained. The Decontamination Diffusion Vacuum must be moved quickly. It's 
challenging, and at times, frustrating. But it must be done to prevent a major disaster 

Like all games from Spectravision rM . China Syndrome™ is incredibly lifelike. With more 
realistic sound effects. More colorful graphics. More action and challenge Varied skill levels Even 
an introductory demonstration of the game. So try new China Syndrome™ soon You'll agree that 
there's only one word for it's realism — unreal 



VIDEO SAME CARTRIDGE 

ChlNA 

SyNdnoME 

FORM AWT 
ANO «ASS V1WO 
SAM SWIMS 



TM 



Specfrovlslon Video Games 

fit me Atari™ VCS System and 

Sears Video Arcade™ 



39 W. 37th Street. New York. NY. 10018 



) 1982 SPECTRA VTDfcO. INC 



• Atari VCS™ Is a registered trademark of ATARI. Inc. ' Sears video Arcade Is a trademark of Sears Roebuck & Co. 




A Small Price to Pay 

There is something I'm really mad 
about. You see video game manufactur- 
ers won't even consider ideas from out- 
side their companies, especially from 
kids? I think they're making a big mis- 
take. Who better to get ideas from than 
the kids. Most people who play video 
games are under 18, and since they play 
the games, they'd be able to know what 
they want to see in a game. I think that 
arcade companies should consider game 
ideas from the outside. Then, if they were 
interested, pay the person who sent the 
idea maybe $10.00 to draw up a sketch 
of what the game actually looks like. 
Who knows, this small price just could 
make a game idea of an unknown person 
into a big arcade hit for the company. 
Stephen Hilton 
Altoona, Pa. 

Although the idea is a sound one, and 
many companies are opening up their 
doors to outside designers, you 're selling 
yourself short. You may want $10 to 
start with, but what about royalties and 
options on your next titles? Seriously, 
VG will be taking a closer look at the 
creation and evolution of games in a 
future issue. So keep a look out for 
it.— Ed. 

ColecoVisioned 

Thanks for the Dec. issue. I now have all 
your issues. I enjoyed the article on the 
Consumer Show in the April issue. 

I was especially interested in the sneak 
peeks at the new products for the Co- 
leco Vision system. Seeing the graphics 
of boxing and baseball shows how drab 
Intellivision is. George Plimpton will 
have to eat his words now. I dare him to 
compare Intellivision's baseball with 
ColecoVision's. 

I like the Expansion Module #1. It 



allows me to play my 140 Atari VCS cart- 
ridges on ColecoVision. I am planning 
to get the rest of the cartridges for the 
Atari system. Then I'll have 200 cart- 
ridges to use on the module. 

The two things I am still waiting for 
are the super game module that expands 
memory to 128 K ROM and the key- 
board that allows you to program your 
own games plus personal computing. 

Keep me informed on the latest news 
from ColecoVision. 

Larry McKinney 
Adamstown, Pa. 



For the Record 

I found your April issue to be, as usual, 
outstanding. Your article on the Las 
Vegas CES convention was above par 
compared to the competition's coverage 
of this event. The photos were incredi- 
ble, especially the ColecoVision pic- 
tures. How about some more coverage 
on "the best" system on the market in 
future issues? 

As I read through the magazine I 
found your article on Jim Levy in- 
teresting, the video game quiz fun, and 
the story of how Q*bert and Joust came 
into existence to be great reading. (I real- 
ly like the innovation of 'mucas bombs'!) 

And just to set the record straight, the 
movie that is employed in Astron Belt 
(p. 17) is not from an epic called Astron 
Belt, but a rather bland Japanese effort 
entitled: "Message From Space" (made 
in 1978 for the Toei Studios of Japan, 
starring Sonny Chiba and the late Vic 
Morrow). The movie was a rip-off to try 
and imitate the Star Wars adventure, 
and was later turned into a weekly TV 
show in Japan where it was eventually 
cancelled. 

Steve Harris 
Gladstone, Mo. 



News for the Confused 

I bought your April edition of VIDEO 
GAMES and I have a question about 
your CES section. It's about the Spec- 
travideo's SV-318 home computer for 
the ColecoVision Expansion Module #3. 
On page 44, under the photo, it says that 
it has a 32 K RAM memory and costs 
$70.00. Then I read in the February edi- 
tion of Electronic Fun with Computers 
& Games magazine that Spectravision's 
new computer will cost under $300 and 
has a 32 K RAM memory expandable to 
144K RAM memory. My question is, is 
this the same home computer or a dif- 
ferent one and what is the difference? 

Dan Young 
Black Hawk, S.D. 

To clear up the confusion concerning the 
SV-318 and ColecoVision expander 
module, the connection is Spectravideo 
and ColecoVision share a common 
graphics chip. Therefore, Coleco 
relatively easily built an expansion 
module that would allow their game 
cartridges to be played on the SV-318, 
and Spectravideo, as well, made an adap- 
tor to the ColecoVision, the SV-603. 
Both units retail for about $70. 00. —Ed. 



Show and Tell 

In the April issue of VIDEO GAMES, 
there was an article about the Consumer 
Electronics Show. 1 was wondering 
when and where the next show will take 
place. 

Chris Parker 
Austin, Tx. 

The next CES will be staged in Chicago 
from June 5th through June 8th, but 
unless you 're a member of the industry, 
don 't make travel plans since the con- 
vention isn't open to the public. — Ed. 



8 VIDEOGAMES 



Exclusive built-in screen for real 
arcade play- No TV set needed! 

A revolutionary breakthrough! Only 
Vectrex delivers fantastic real arcade 
sights, sounds and challenge. Unlike 
Atari and Intellivision . Vectrex has a real 
arcade screen and sound system built in! 
NoTV set needed! Real arcade controls 
too: a 360° self-centering joystick and 
four action buttons put power-packed 
fun at your fingertips! 

An arcade full of favorites! 

The fast- paced fun of Mine Storrrfis built 
into the Vectrex console. Andior more 




new Vectrex games like Clean Sweep," 
HyperChase." Cosmic Chasm"and many 
many more. With still more on the way! 

Convince yourself! 

Compare the Vectrex Arcade System 
with any ordinary home video game 
system . You'll discover why most Atari 
and Intellivision players say Vectrex 
plays more like real arcade games than 
their own systems! 



real arcade variety, plug in Vectrex car- 
tridges like Berzerk," ' Scramble 1 , Rip Off' 
and Armor Attack. 5 Or choose exciting 



rcade 



Brings Real Arcade Play Horn* 




amaM 'imnMci 



I 












IBUPi 





Step Into the Ring 



Attention all video 
gamers: the world's 
largest arcade and video cir- 
cus will be traveling your way 
very soon. The 40-city tour, 
sponsored by Meeting Plan- 
ners, Inc. of Boston, Mass., 
kicks off in Boston on June 3 
and will move from town to 
town around the U.S. 
through June 1984 when the 
circus returns to its home 
port. The Barnum and 
Bailey-like extravaganza will 
bring the latest in video enter- 
tainment, allowing manufac- 
turers the opportunity to in- 
troduce the newest games, 
and the public hands-on 
evaluation. 

The exposition will be 
divided into three events: the 
World's Largest Arcade, the 
Video Circus and the 
Superstar Pro Tour. 

Now for a glimpse of 
what's to come. The arcade 
will display 1200 to 2000 coin- 
op video machines (the 
number of machines will de- 
pend on the size of each city's 
convention center). The 
machines will be set on free- 
play, but playing time will be 
limited to 10 minutes per turn 
to allow for the maximum 
number of participants. 

The video circus will 
feature a traditional circus- 
like atmosphere with a three- 
ring video show. One ring will 
spotlight the rock band Video 
Experience, who will perform 
against the high-tech am- 
bience of the arcade. A se- 
cond ring will feature the an- 




tics of favorite video games 
characters, such as Pac-Man 
and Donkey Kong. And the 
third ring will present the 
Chimpanzee/ Pac-Man Chal- 
enge, where chimps specially 
trained in the game will take 
on human opponents. 

In the third event, the 
Superstar Pro Tour, players 
will have an opportunity to 
challenge 30 superstar players 



(three for each of 10 popular 
arcade games). These super- 
stars will travel with the ex- 



position throughout the year 
and compete for cash prizes 
during the tour. Any players 
from the cities that the show 
travels to may challenge these 
top players in an attempt to 
capture their title. 

Also featured in this event 
will be the Twin Galaxies Ar- 
cade International Score- 
board. Walter Day Jr., owner 
of the Twin Galaxies Arcade, 
Ottumwa, Iowa, will act as 
grandmaster and consultant 
of the Video Circus. Players 
will be able to see how their 
scores rank internationally on 
Day's computerized system. 
Players and their scores will 
be listed in the Guiness Book 
of World Records for events 
held in all cities prior to the 
book's cut-off date of August 
1, 1983. 

The hours of the three-day, 
three-event show will be from 
10 a.m. to 10 p.m. on Friday, 
Saturday and Sunday. No 
school-age children will be 
admitted on Friday before 
3 p.m. without a parent or 
guardian while school is in 
session. A combination three- 
event ticket can be purchased 
at the door. 

Following is a listing of the 
cities that will host the tour. 



1983 


City 


Place 


June 3, 4 and 5 


Boston 


Bayside Expo 
Center 


June 10, 11 and 12 


Washington 


Wash. Convention 
Center 


June 17, 18 and 19 


Philadelphia 


Philadelphia Civic 
Center 


June 24, 25 and 26 


Atlantic City 


Atlantic City Aud. 
& Conv. Hall 



10 VIDEOGAMES 



C 1963 Alan loc An nghis reserved Trademark ol Bally Midway Mfg Co licensed by Namco- America Inc ' Tiadema/K o« Sears Roefcuc* and Co 



%i 



^ X, 



\. X 



X 



u 



\ x 



v% 







Which player is about 
to score with flying color s? 



Better learn fast. Here comes GalaxLan from Atari. 



Pilot to co-pilot. Galaxian invaders are 
approaching your home. And they're only 
from Atari for use with the ATARI® 2600, 
Sears Video Arcade t systems, and the 
ATARI 5200" SuperSystem. 

These Galaxians look, sound, and act no 
different than the Galaxians you've battled 
in the arcade. They swoop, dodge, and fire 
with equal cunning. So you have to know 
your stuff. 



ATARI 


,RI 


GALAXIAN 

r~ 1. 1 


^ 







Like the player on the left. He's about to 
hit a flying yellow Flagship for 150 points. 
But his opponent, on the right, 
will score only 30 points for hit- 
ting the stationary blue 
Drone. Tough luck, rookie. 

If you want to know even 
more about which Galaxians A TT A O I 
to hit. hit the stores for r\l/\lYl 

LralaXian. A Watnw Communications Com pun; y 



or 150 points 

A. 



MIPS 



July 8, 9 and 10 

July 15, 16 and 17 

July 29, 30 and 31 

Aug. 12, 13 and 14 

Aug. 19, 20 an 21 

Aug. 26, 27 and 28 

Sept. 2, 3, 4 and 5 
Sept. 9, 10 and 11 



Baltimore 

Pittsburgh 

Cleveland 

Niagara Falls 

St. Louis 

Milwaukee 

Detroit 
Louisville 



Baltimore Conv. 

Center 
Pitts. Conv. & 

Expo Center 
Cleveland Conv. 

Center 
International Conv. 

Center 
Cervantes Conv. 
Center 
Milw. Expo & Conv. 

Ctr. Arena 
B & C Halls • Cobo Hall 

Kentucky Fair & 
Expo Center 



Sept. 16, 17 and 18 Atlanta 

Sept. 23, 24 and 25 Memphis 

Oct. 21 , 22 and 23 Omaha 

Nov. 25, 26 and 27 Chicago 

Dec. 2, 3 and 4 Tulsa 

Dec. 16, 17 and 18 Kansas City 

Dec. 22, 23 and 24 Indianapolis 

Jan. 6, 7 and 8 Oklahoma City 



Atlanta Market 

Center 
Cook Convention 

Center 
Omaha Civic 

Auditorium 
O'Hare Expo Center 
Tulsa Expo Center 
Kansas City Conv. 

Center 
Ind. Conv. Expo 

Center 
Myriad Convention 

Center 

—Linda Moran 



It's the 
Little Things 
That Count 

If it's true that the clothes 
make the man then, these 
days, video game players with 
only a so-so ranking can com- 
mand the respect of their 
fellow arcaders. Well ... it 
couldn't hurt to try. 

With an eye toward func- 
tion, fashion, not to mention 
the profit incentive, in- 
dividuals and companies are 
offering up a host of products 
designed to keep players from 
blistering, straining and — 
heaven forbid— losing their 
quarters. One such person, 
Nancy Heck , owner of Nancy 
and Co. (22594 Mission 
Blvd., Suite 302, Hayward, 
Calif. 94541 415/582-2246), 
created the Videomax video 
game glove after her own ex- 
periences as an avid game 
player and an independent 
study among her game- 
playing friends. The most 
common ailments, she 
discovered, were blisters, suf- 
fered primarily on the middle 
finger and thumb. Another 
problem often reported was 
sweating. 

So Heck went to work on 
her glove design, covering up 
the prone fingers and padding 
areas, such as the palm, to 
prevent slippage during an 
especially tense game. The 





gloves ($6.95 plus .45 tax and 
$1 for shipping and handling) 
come in white, navy blue and 



Hold onto your 
quarters, trackball 
and directional discs 
—fashionably. 
These accessories 
may be just the 
thing to keep you 
confident. 



gold and are available for 
both right- and left-handers in 
sizes for men, women and 



children. "It's both a comfort 
and a status-symbol item," 
Heck says. "Especially 
among younger children. For 
them, it's like, 'Wow, he's so 
good he's got his own glove!" 

Joseph Nicoletti, of 
Nicoletti Productions. (P.O. 
Box 2818, Newport Beach, 
Calif. 92663 213/203-9533) 
and his wife, Cheryl, have 
added video game accessories 
to their entertainment com- 
pany. The first product, in- 
troduced earlier this year, is 
the VCH Video Coin Holder 
($7.95). Constructed of 
nylon, the VCH is looped 
through the belt and contains 
a transparent coin holder ac- 
cessed via a velcro flap. It 
holds up to $9 (or 36 plays) in 
quarters and comes in Galac- 
tic Red, Electric Blue, Lunar 
Lavendar, Cosmic Black, 
Military Camo(flauge) and 
Orbit Green. 

Video Masters (69 Smith 
St., Mt. Clemens, Mich. 
48043) is marketing Thumb 
Savers ($3.95 plus .50 postage 
and handling per pair), soft 
plastic cushions that affix to 
the directional discs of the In- 
telli vision system. According 
to the company, the Thumb 
Saver helps to "stop thumb 
soreness from video 
overplay," "improve home 
video control response" and 
adds "a touch of class" to the 
home game set-up. 

— Sue Adamo 



12 VIDEOGAMES 



•• 






/ 



IT 

If 



V: 



J 



b "■•■■: 



JUMP MAN. T 
ACTION GAME. 



*•£•! 



ff you liked jumping over barrels and climbing 
ladders to save damsels in distress^ you'll love the 
blazing excitement ofJUMPMAN. Your incredible 
speed andiet boosters let you leap from girder to 
girder, scam ladders and ropes to disarm the 
bombs planted in Jupiter Headquarters. But it's 
not easy, 0md there are thirty levels of difficulty. 
You'll hafeto dodge missiles, killer robots, flying 
saucerafcrumbling girders and vanishing escape 
Routes. In the heat of battle. JUMPMAN must keep 
a cool head. 



7!f r 



Computer Games 

Epyx, 1043 Kiel Court. Sunnyvale. California 94086 



DONKEY KONG is 



I Designed by Randy Glover 
-1 Nintendo of America, tnc 




If Vou Have Ever Dreamed Of A Journey Through Time 



MIPS 



What's in a 
Name? 

Now, from the people who 
brought you negative 
response record and tape 
clubs comes the latest 
endeavor— the video game 
club. Columbia House, a 
marketing arm of CBS, Inc., 
recently launched a new 
marketing venture which, ac- 
cording to Columbia spokes- 
person Diane Aronow, com- 
bines an "exciting idea, good 
product and good value." 

Last April the first wave of 
full page ads reached a variety 
of magazines, including 
Woman's Day, offering a 
Columbia Home Video 
System, capable of playing all 
Atari VCS compatible games. 
The cost of the unit is either 
$49.95 or $59.95, depending 
on whether you got an "odd" 
issue or an "even" issue. (In a 
market test, alternating issues 
carried either price.) 

The actual game unit was 
manufactured by Coleco, 
which was in development 
with its own Gemini system 
when CBS approached them. 
The CBS system is identical to 
the Coleco Gemini video 
game machine, except for the 
identification label. Gemini, 
scheduled to be released later 



this year, will cost $99, and in- 
cludes a Donkey Kong cart- 
ridge. The system's con- 
trollers provide both a 
joystick and a paddle on the 
same unit. 

Columbia's offer requires 
the purchase of one of four 
games (Frogger, Empire 
Strikes Back, Donkey Kong 
or Gorf) at $19.95, and the 
purchase of five games at 
"regular club prices" (cur- 
rently $24.95 to $29.95, plus 
shipping) during the next two 
years. The member then has 
10 days to decide if he wants 
to join. If not, he sends back 
the unit and game and cancels 
his membership. 

Every six weeks or so, the 
member will receive an option 
mailing, with the selection of 
the month and many other 
games offered. This is a 
negative option plan, which 
means that if the member 
doesn 7 want the selection of 
the month, he must cancel the 
order, otherwise it will be sent 
and the subscriber billed for 
it. 

This type of club has 
proved successful in 
marketing merchandise from 
books to records and tapes, 
and even fruit-of-t he-month. 
Many years ago, some com- 
panies abused the negative 
response procedure, but 




Practice Pays 

Wouldn't it be nice to take a 
week off and head for the san- 
dy beaches of Waikiki? Well 
that's exactly what 24-year- 
old Harry Lubin is going to 
do. And for free! Lubin is the 
lucky winner of Activision's 
Spider Fighter home video 
game tournament, held last 
February at the Bonaventure 
Hotel in Los Angeles and co- 
sponsored by local FM sta- 
tion KMGG. 

To win, Lubin participated 
in the three- week, three-night- 
a-week, contest and beat over 
100 other determined oppo- 
nents. But Lubin came pre- 
pared. He reports that he 



practiced for hours each day 
before the finals. And in his 
case practice paid off— he out 
scored his nearest competitor 
by over 100,000 points with a 
score of 176,000. 

However, Lubin wasn't the 
only victor. Activision award- 
ed more than $10,000 in 
prizes. Second place — a 
25-inch Panasonic TV and 10 
Activision games — went to 
Alfonso Del Monte of Dow- 
ney, Calif, who scored 
71,650. Ed Cabrales of Los 
Angeles captured third place 
with 48,400 and received a 
Pioneer AM/FM portable 
cassette player and five Acti- 
vision games for his efforts. 
— L.M. 




Del Monte. Lubin, Cabrales and KMGG's Roger Rose. 



nowadays there is very little 
risk of being taken advantage 
of. 

Columbia House expects to 
attract a whole new market of 
potential video game users. 
There are undoubtedly a large 
number of people out there 
who have avoided getting in- 
volved in home video games 
because of the expense in- 
volved. Until recently, base 
price for an Atari unit was 
around $130. Making a com- 
patible unit available for 
$49.95, with the promise of 
buying what averages to one 
game every 5 Yi months, may 
appeal to many people who 
have resisted temptation so 
far. 



Ms. Aronow indicated that 
so far response to the testing 
has been "very successful." 
(Columbia's first venture into 
video games offered one 
game from the above four 
for only $4.95, with the 
stipulation that you agree to 
buy two more games within 
one year. This is reportedly 
also doing quite well.) When 
the required numbei of cart- 
ridges has been purchased, a 
membership can be continued 
with a "bonus plan" which 
offers the first game at club 
price, with a second game at 
half price. The half-price cart- 
ridge selection can be "any 
game — not junk." 

— Mark Brownstein 



VIDEOGAMES 15 



MIPS 

Journey: Playing at an Arcade Near You 



At last January's Consumer 
Electronics Show, Bally/ 
Midway announced it had 
made an unprecedented move 
by licensing Data Age's home 
video game Journey for an ar- 
cade game. While officials at 
Chicago-based Bally insist 
that their Journey game has 
very little to do with the home 
version, they do admit that 
the "first-ever rock video 
game" is the inspiration. 
"We know what level of 
sophistication is necessary for 
a successful arcade game, and 
while the concept is similar 
(the band has to overcome 
various hazards in order to get 
to a concert) aside from that, 
there's no similarity. " reports 
Jim Jarocki, head of advertis- 
ing and promotion at Bally. 
Premiering at the A.O.E. 
(Amusement Operators Exhi- 
bition) in March, the arcade 
game has been kept under 
wraps because, according to 
Jarocki, it features "some- 
thing that no one's seen be- 
fore in our business. It's a 
brand new hardware system 
that allows us to do more 



graphically than anyone else 
has ever been able to do. It's 
the leading edge of techno- 
logy, as far as I'm concerned. 
Sega's laserdisc game (Astron 
Belt, demonstrated at the 
A.M.O.A. show last Decem- 
ber, but not yet released to the 
general public) was okay. But 
it wasn't much different from 
those games where they have 
film in the background and 
you are fighting biplanes on 
film. What we're doing is 
totally electronic." 

Evidently Journey is Bally/ 
Midway's entry into the laser- 



disc sweepstakes. They're 
very enthusiastic about the 
game and about Journey as 
well, whom they consider 
"the most popular band in the 
age group we're after." The 
game is due in time for the 
group's nationwide tour pro- 
moting their new album. 
Frontiers, which reached the 
number three slot on the 
charts within weeks of its 
release. The cabinet graphics 
for the game will be based on 
the album's cover design, and 
the game will feature Journey 
music. 





Meet Joe Video Game Player 



The average video game 
player is a well-adjusted, 
socially active teen who keeps 
his school grades at a B 
average or above. He can be 
termed a "doer," preferring 
group activities and team 
sports to solo recreation. His 
life does not revolve around 
video games. In fact, chances 
are he spends no more than 
half an hour, timewise, and 
$1, moneywise, per arcade 
visit. 

Such were the findings of a 
recently concluded nation- 
wide survey commissioned by 
Atari and conducted by 
Custom Research, Inc. of 



Minneapolis, Minn. Two 
thousand male and female 
participants, between the ages 
of 10 and 45, were polled via 
phone for the survey which 
reported the following: 

• Over 70 percent of all 
players spend 30 minutes or 
less, and over half spend $1 or 
less, per visit to a video game 
location. 

• If a player isastudent, he 
is probably a good one. Math 
is the favorite school subject 
of 37 percent of adolescent 
players; 76 percent have an 
overall grade average of B or 
above. 

• 44 percent of all video 



game players usually play 
with a friend and an addi- 
tional 17 percent play with a 
family member. 

• The factors most impor- 
tant in a video game are fast 
action, color and detailed 
graphics. Other incentives in- 
clude improving reflexes and 
competing against others. 

• When they're not playing 
video games, other interests 
include spare time with 
friends, working hard and 
time spent with computers. 

Atari reports it will use the 
survey to help shape future 
product development for the 
company's coin video games 
division. 

— Sue Adamo 



Bally/Midway is no new- 
comer to the rock world, hav- 
ing produced the pinball 
games Captain Fantastic, 
Wizard, the unforgettable 
Kiss and Rolling Stones. 
Their last licensed game, 
Tron, was also very success- 
ful. Still, Journey has to pass 
the first test on its own merit 
in the arcades and pizza par- 
lors of America. If it is the 
wild success Bally/Midway 
thinks it will be, it'll be in- 
teresting to see what effect, if 
any, it has on the home cart- 
ridge, and on the Journey 
group itself. 

Meanwhile, Twentieth 
Century Fox Video Games is 
making plans for a game cart- 
ridge based on Paul McCart- 
ney's film Give My Regards 
to Broad Street, scheduled for 
a Summer'84 release. Accord- 
ing to Fox, McCartney will 
have a hand in designing the 
game itself and there is talk of 
an arcade version as well. 
Also in the planning stages, at 
another company, is a home 
game based on Devo. If these 
recent announcements are 
any indication of what's to 
come, we can expect several 
others in the music business to 
put down their drumsticks for 
joysticks and try their hands 
in video games. 

— John Holmstrom 



16 VIDEOGAMES 



THE ODYSSEY HOME ARCADE CENTER. 

WIN ONE FO] 
THETUFTLE 



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All you have to do is go to the Odysse< 
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entry form. You can win one of 50 
giant, six-foot-tall Odyssey Home 
Arcade Centers. And each one 
includes a big 19-inch color TV 
screen, Odyssey keyboard, twin 
eight-position joysticks and, of 
course, a TURTLES™ game. 

You could bring real arcade 
action into your home by just 
entering the contest. And spec 
ing of arcade action . . . 

Play TURTLES, the hit arcade 
game on Odyssey. TURTLES is p 
maze game, part shell gam 
and all action. 
The goal is to guide the 
mother turtle to hidden 
baby turtlets without gettin_ 
"bugged" by the beetles 
chasing her. 

For one or more players, 
TURTLES features eight differ- 
ent challenge levels plus 
high digital scoring with 
memory. And exciting 
sound effects when played 
with the Voice of Odyssey." 

Win an Odyssey Home 
Arcade Center and play 
TURTLES and all of the 
over 50 other great 
Odyssey games. 

It's a combination 
that's hard to beat... 
but easy to win. 




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-- 1983 N A P CONSUMER ELECTRONICS CORP 
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TURTLES tfodemorh licensee by 
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FT 



DUP5 



Paperback 
Video Games 

As an employee of the In- 
terplanetary Spy Agency, 
you've been assigned to track 
down a ruthless kidnapper 
and thief called Phatax and 
return the Royal Jewels of 
Alvare to their rightful 
owner. Your first step is to 
navigate through the space- 
port maze and commit to 
memory Phatax's disguises, 
the design of his starcruiser 
and the jewels themselves. 
Soon you're trying to identify 
which space sector Phatax is 
in, the correct order of your 
launching buttons and land- 
ing pattern, and confronting 
Octopods and Megarons. 
One wrong move will make 
you a memory in space. 

Find the K trillion! (Ban- 
tam, $1.95) is the first of a 
series of new paperback 
books designed "to bridge the 
gap between the arcade and 
the library." Written by Seth 
McEvoy and lushly 




vassal--** 

s to«ue. One o, .hern 
might l,i yours 




illustrated, video game-style, 
by Marc Hempel and Mark 
Wheatley, the book borrows 
action and storylines from 
classic space war games and 
computer maze games. It 
allows readers, ages 12 and 



up, to interact 
storyline by having them suc- 
cessfully complete puzzles, 
recognize visual patterns and 
make logical choices to reach 
mission's end. 

"We wanted to see if we 



s -v-mp ? Tum-, oPagei2i 

Kapar? Turn to P, 9e 49 

with the could capture the video 
games' experience in a 
book," says Byron Preiss, 
who co-created the series with 
Bantam, "so we looked to 
computer games for a dif- 
ferent kind of puzzle book. 



Pac-Man 
Holds Fort 

This year the Six Flags Over 
Georgia recreation park in 
Atlanta has added a Pac-Man 
Play Fort to its dizzying selec- 
tion of children's amusement 
attractions. The fort is a $1 
million addition to the 



331 -acre theme park and 
focuses on "soft play" 
recreation. So, no matter how 
hard the tots romp, they're 
bound to stay safe. 

"There's a bit of child in 
each of us," says designer 
Jack Pentes. 'T thought 
about things I liked to do as a 
kid, got down on my knees to 





get a child's perspective and 
designed Play Fort with them 
in mind." Among the ac- 
tivities are a plastic Pipeline 
Crawl, soft "Boppity Bag" 
punching bags, cubicles filled 
with thousands of colored 
plastic balls, "Mirror Maze" 
and "Water Walk." A 
restaurant shows Pac-Man 



cartoons and a Pac-Man 
Magic Show is performed 
daily by Mr. and Ms. Pac in a 
theater adjacent to the fort. 

Six Flags is open daily 
through August 28. From 
Sept. 3 through Nov. 13, it's 
open on Saturday and Sun- 
day only. For more in forma- 
tion call (404)948-9290. 



18 VIDEOGAMES 



BUPS 



It's an excellent way to teach 
kids sequential thinking." 
According to Preiss, the 
books make perfect compa- 
nions for game players 
stranded in buses, doctors' 
offices, "all those impractical 
places to play video games," 
he says. "1 like to call the 
books 'rockets in your 
pockets.' " 

Releasing in June with 
Kirillian! is The Galactica 
Pirate. These will be 
followed up in August with 
Robot World (in which the 
reader is sent on a mission "to 
defend the last robot from 
hideous humans") and Space 
Olympics. 

Preiss and Bantam kid- 
tested the books in the arcades 
before releasing them to the 
general public and report the 
response was "uniformly 
very enthusiastic. Let me put 
it this way," Preiss says. 
"Would it be worth it to you 
to play 36 different arcade 
games for $1.95?" 

— Sue Adamo 



T 



Dreams 
Come True 

Pac-Man fantasists who 
have dreamed of doing to the 
little yellow fellow what he 
has done to others will now 
have their chance — and be- 
come healthier doing so. 
Earlier this year the Rexall 
Co. delivered Pac-Man vita- 
mins to drug and food chains 
throughout the country in the 
hopes that young children will 
find eating ghost- and Pac- 
Man-shaped vitamins more 
palatable than the other 
chewable tablets on the 
market. 

Positioning its product as 
"The Better Choice" against 
the Flintstone vitamins, Rex- 
all is claiming vitamin superi- 
ority on two levels. First, Pac- 
Man vitamins are sugar- free 
and contain no artificial 
flavors or colors. Secondly, 
Pac-Man vitamins are enter- 
ing the health race double- 
fisted. They come in two bot- 
tled variations, one for the 




under four set and the other 
for kids four years and older, 
as each group has its own U.S. 
Recommended Daily Al- 
lowance (RDA). 

The vitamins (bottle of 60 
tablets, about $3.50) come in 
five flavors: orange, grape 
(purple), raspberry (dark 
pink), fruit punch (light 
pink) and lemon (yellow). If 
lemon is your favorite, stock 
up now because in six months 
it will be traded in for cherry 
flavor. 



According to Leon Fleis- 
cher, vice president of mar- 
keting, "With the Pac-Man 
game, a person is always try- 
ing to improve his score, to 
play a better game. We 
wanted to show that striving 
for improvement in childrens' 
vitamins." 

Whether a young tot can 
see a marked improvement in 
his game scores by adding the 
vitamin to his health regimen 
has yet to be determined. 

— Melinda Glass 



Pac-Man Goes 
on the Road 

Auto enthusiasts still moan 
the day the last Packard rolled 
off the line. But, in a totally 
different four-wheeled incar- 
nation — the Pac is back. This 
little "street rod," built and 
owned by Group Promo- 
tions, Pontiac, Mich., won't 
rip up the road, but it's 
definitely been a traffic- 
stopper at auto shows. 

Designed by Larry Wood 
and constructed at Rod 
Powell's Custom Shop, 
Salinas, Calif., the Pac-Man 
car contains parts from a 
variety of makers, including 
Buick (V-6 engine), Volks- 
wagen (panels) and Peterbilt 
truck (fenders). Three 
months in the making, it 
debuted last October in Mon- 
treal and will make its way 




around the country for the 
next two-and-a-half years, at 
which time it will be 
disassembled and used for 
spare parts. 

The interior of the car 
(which is insured for 
$100,000) resembles that of 
other autos, save a unique 
feature on the dashboard. 
There one finds a taped game 
display of the little fellow in 
action around a maze; a tape 
deck nearby emits the sounds 
of the game we all know and 
love so well. 

According to a spokesman 
at Group Promotions, the 
most action the car sees is be- 
ing driven up and down the 
ramp of the truck that 
transports it and entry and ex- 
it from the halls that host the 
auto shows. How atypical 
from the speedy demon it's 
modeled after! — S. A. 



VIDEOGAMES 19 



World's Largest Selection of 
Commercial ana Home Video Games 

and Accessories. 



WE HAVE EVERY CARTRIDGE 8t ACCESSORY 

FOR ATARI VIDEO COMPUTER SYSTEM- 40CW800™ 

5200- INTELLIVISION™ COLECOVISION " fir VECTREX • 



Send $2.00 for our latest Catalog & 

Newsletter telling about all the new 

and exciting products shown at the 

January '83 Consumer Electronics Show! 

lease specify if you have an 

sri 400/800 unit, and we will 

nd you our Atari 400/800 Catah 



I • 




ACCESSORIES POR MATTEL* 
INTELL1VISION " UNIT 

(Not for use with Intellivlsion " n or III) 

Joystick 14.95/set 

Precision machined from aluminum 
(gold anodized) for the most discrimi- 
nating player Includes 2 replacement 
disks with screw in straight stick and 
ball handles. 

Distick 10.00/pair 

Replacement joysticks for lntellivision~ 
mad< impact plastic. 

Intellivlsion- Dust Cover 7.95^ 

Heavy vinyl with logo. 



ALL MAIL ORDER COMPANIES 
ARE NOT THE SAMEI 

1 1 order 



ACCESSORIES POR ATARI' VCS 
fir ATARI* 400V800 1 " 

GA.M.E.S.- Super Joystick 29.95^ 

Finest quality, 5-year mfrs. wanai 
Joystick Extension Cord (6 ft.) 4.95* 

6-wire cable. (12 ft.) 6.95* 

Joystick "Y" Adapter 6.95* 

Allows Joystick ft paddles to remain 

connected, saving wear and tear on 

connector pins. 
Joystick Lefty Adapter 5.95* 

Allows Atari* joystick to be turned 90° for 

left handed persons. 
Supercharger • by Starpath - 39.95t 

Regularly 69.95. With Phaser Patrol- 

Tape (increase memory of Atari* VCS). 

Emerson- AC/DC 

Cassette Recorder 24.95 

95. 

Atari* Dust Covers 7.95 t 

For 2600. 400. 800 ft 5200 models. 
All h* ^go 




ACCESSORIES FOR 
COLECOVISION~ 

Superjoystlck" with 

2 Fire Buttons 29.95+ 

This is the same quality joystick we've 

been selling for Atari? 5 year mfrs. 

warranty. 
Ball Handle (EZ Joystick) 10.00/pr.t 

For Coleco"" 
Joysticks "Y "Adapter 10.00/Ea.t 

Allows use of ( - superjoystick 

with standard Coleco- controller 1 } 

9- wire cable. 
Controller Extension Cord 

9-wire cable. (9 ft.) 10.00^ 

Colecovision- Dust Cover 7.95* 

Heavy vinyl with logo. 

Visa and MasterCard holders may call 

to place orders: 1-800-626-9592. 

NO C.O.D. ORDERS. 

(Dealer inquiries welcom< 






G.A.m.C.S. 



Direct all mail order ft catalog requests to Van Nuys. 

San Fernando Valley: Onwig* County; Sooth Bay. Thotitand 0«k»: 

-;,^.*,la 3649 Thousand Oaks Bt-< 

■ 

For Information call: 1-213-7811300 

»n.-Fri. 9-6PST/Sat. 9-5 1 



MIPS 



TV Game 
Show Games 

How many times has this 
happened to you? You turn 
on the TV set and switch to 
one of those afternoon game 
shows, just in time to witness 
a contestant up for the big 
cash price. The emcee's ques- 
tion seems easy enough to 
you, but, somehow, the con- 
testant blows it. "I could have 
done better than that," you 
mumble to yourself as you 
slump in your seat and watch 
the credits roll by. 

Well, the people behind the 
Great Game Company, Holly- 
wood, Fla., are ready to put 
you to the test. At the end of 
this year, they'll be releasing 
the first cartridges of a game 
line based on such popular 
TV quiz shows as The Family 
Feud, The Price is Right, 
Jeopardy, Password PI 'us and 
The Joker's Wild. "There are 
50 million people who watch 
these game shows," says 
Michael Sisson, vice president 
advertising/marketing, "so 
logic says that anyone within 
that 50 million group who has 
the (VCS) hardware is cer- 
tainly going to buy these 
games. You have to explain to 





A carl based on Family Feud is 
first on the Great Game Com- 
pany's roster of game show games. 



someone how to play 'Aster- 
oid Search,' for example. 
You don't have to explain to 
anybody how to play Family 
Feud. There isn't anybody 
who hasn't watched it at one 
time or another." 

The Great Game Com- 
pany, a division of I. J. A., the 
children's record company, 
was the brainchild of presi- 
dent Irv Schwartz who had 
been looking to carve a u- 
nique niche in the video game 
market. "My first reaction," 
recalls Sisson, "was 'Gee, Irv, 
I think it's a marvelous idea, 
but I don't know that we can 
get those licenses. After all, 
Parker is doing one of the 
shows in a boxed game and 
Milton Bradley is doing at 
least three.'" Much to Sis- 
son's surprise the video game 
rights to the programs were 
still available and The Great 
Game Company went into ne- 
gotiations with the respective 
television show producers. 

Tapped to program the 
cartridges was conceptual de- 
signer Patrick McBride, 
whose main concern, says 



Sisson, was getting enough 
out of the limited 8K memory 
to do a faithful translation. 
Sisson reports the results are 
"superb," with the inclusion 
of up to 60 game rounds per 
cart and full use of the music, 
background and individual 
trademarks of the particular 
shows. For instance, Family 
Feud, one of the first games 
on the Game Company's ros- 
ter, begins with an opening 
screen featuring the show's 
logo lights and an emcee 
walking out and planting a big 
KISS on the TV screen. The 
next screen offers a topic, say 
"Dangerous Fish," and the 
first player or team to hit the 
fire button of the joystick gets 
control of the board. Seven 
answers are displayed on the 
screen, with only the first let- 
ter of each revealed. The ob- 
ject is to find the three most 
popular answers on the board 
by moving a cursor, via joy- 
stick, to your guess within 
three seconds. 

The producers of Family 
Feud, Goodson-Todman Pro- 
ductions, had approval all the 



way through the games' de- 
sign — from initial concepts, 
to storyboard, through pro- 
gramming, and they supplied 
questions and responses from 
actual shows. 

Despite the fierce competi- 
tion among software makers, 
Sisson feels his company has 
"an excellent chance" with 
their products and to help that 
along they've designed distinc- 
tive packaging. "Everyone is 
ditzying up their packages 
with all kinds of little pictures 
and colors," Sisson notes. 
"I'd like to stand out on the 
shelf, so we designed a simple 
package with all the emphasis 
on the game title. What I'm 
trying to do is build a family 
identity for the series and I'm 
doing that by using the show's 
logo, in gold, on a solid black 
background." 

The company is looking to 
move into software for other 
game systems and home com- 
puters as well and, to be sure, 
they're keeping their eyes on 
the TV listings to see what 
other game shows might crop 
up. ▲ —Sue Adamo 



VIDEOGAMES 21 



VIDEO GAMES INTERVIEW 



Arnold C. Greenberg 



By Roy Trakin 



It 's a gray Saturday afternoon at the 
Hartford, Conn., headquarters of 
Coleco. The company's 49-year-old 
president, Arnold C. Greenberg, 
sits behind a desk amidst towering piles 
of memos, invoices and bills. Impec- 
cably groomed, with gray-flecked hair, 
bushy eyebrows and an intense, straight- 
forward manner, he is surrounded by 
the recreational products that have 
moved Coleco to the upper crust of the 
video game field. Last year, the com- 
pany started by his father, Maurice, 50 
years ago, tripled its sales from $178 
million in 1981 to a whopping $510 
million, with net income shooting up 420 
percent to $40 million. 

The history of Coleco reads like a 
fabled American success story. From its 
humble beginnings, selling leather goods 
to shoemakers, Coleco began manufac- 
turing its own products, including 
leathercraft kits for Mickey Mouse and 
Davy Crockett moccasins, and Howdy 
Doody Bee-Nees in the early '50s. The 
company's interest in licensing has 
endured to this day with toys built 
around such marketable commodities as 
Smurfs (playhouses), E.T. (pools and 
power cycles), Sesame Street (Rumble 
Seat Roadster) and G.I. Joe (Arctic 
Patrol Bobsleds). 

From leather, the company expanded 
into plastics in the 60's, building a 
reputation as the leading manufacturer 
of above-ground swimming pools. In 
1966, Greenberg, who had been practic- 
ing law and representing the family com- 
pany, moved over to Coleco on a full- 
time basis. As son, brother, director, 
major stockholder and legal represen- 

22 VIDEOGAMES 



AColecoVision of the Future 



"We can make the 

experience the 

equivalent of life itself. 

You will be the star of 

a 35 millimeter movie, 

you will be at the 

center. All of this is 

merely a warm-up for 

what's ahead in the 

next few years/' 



tative to the company, who had been in- 
volved in the growth it experienced, he 
says it was an easy choice to make. Two 
years after his arrival, the company ac- 
quired Eagle Toys, a manufacturer of a 
tabletop rod-hockey effort, heralding 
Coleco's entry into the sports game 
arena. Soon Greenberg and his brother, 
Leonard, chairman of the company, 
began prowling the arcades, searching 
for the next big thing. They found it in a 
game called Pong. 

Pong sparked the brothers into think- 
ing of bringing such fare into the home. 
In 1976, one year after Atari offered its 
own home version of Pong, Coleco in- 
troduced Telstar, a "dedicated" video 
unit and, in the following two years, of- 
fered upgraded versions and a program- 
mable unit. The interest in the dedicated 
systems was being overshadowed by the 
popularity of hand-held electronic 
games, pushing the company into this 
new area. While Coleco managed to sell 
in excess of $20 million in hand-held 
games, it was forced to dump more than 
a million units of Telstar, driving the 
company close to bankruptcy in 1978, 
when financial reports revealed a loss of 
over $20 million dollars. 



Ironically, this flirtation with disaster 
made the company more determined 
than ever to remain in touch with the 
ever-changing world of toys. Coleco Vi- 
sion, the video game player introduced 
last August, sold over a half million 
units in 1982, at $175 apiece. And, even 
though this made the unit $75 more ex- 
pensive than Atari's VCS, video afi- 
cionados praised its lifelike graphics, 
which were superior even to Intellivi- 
sion, and $35 lower in price. Greenberg 
predicts that Coleco will soon surpass 
Mattel to become the No. 2 seller of 
video game players, right behind Atari. 
The future looks bright indeed for the 
recreation and toy company. Coleco has 
gone into agreements to bring out 20 
new games by the end of '83, including 
popular titles like Donkey Kong, Jr., 
Space Fury, Rocky Battles the Champ 
and Gorf In January, Coleco made 
CBS its principal foreign distributor, 
and will begin developing and marketing 
for Coleco Vision, home video cartridges 
licensed by CBS from Bally. A lawsuit 
with Atari has just been settled, allowing 
Coleco to continue to produce the ex- 
pansion module which makes it possible 
to play A tari 2600 cartridges on the Co- 
leco Vision system, while Coleco con- 
tinues manufacturing of cartridges for 
the Atari and Intellivision systems. The 
company recently introduced a wafer 
system known as the Super game 
Module, which has more memory 
capacity than any video game software 
on the market, more than eight times 
that of any Atari 2600 compatible car- 
tridge. At the June Consumer Elec- 
tronics Show Coleco will enter the home 





1 






computer business with the introduction 
of a Coleco Vision computer (total cost: 
$375— $175 for the video game player, 
and $200 for the module). The computer 
module will come with a printer and con- 
tain a microdrive, a new storage device 
superior to the cassette storage units 
used in other lower-priced computers. 

So, while experts argue whether the 
public will buy a home computer from a 
company known primarily as a toy 
manufacturer, Coleco gears up for a 
future where video games can "replicate 
life itself and in which the player 
becomes "the star of his own 35 
millimeter movie." As Arnold 
Greenberg systematically describes his 
company's prospects, I glance over his 
shoulder and see a row of posters hang- 
ing on the wall, a chronology of the com- 
pany—from leather moccasin kits to 
above-ground swimming pools to 
tricycles and ride-on choppers to video 
games and computers and beyond. Only 
in America could the son of a leather 
goods man grow up to be head of a 
manufacturer of home computers. A 
portrait of founder Maurice Greenberg 
hangs in the boardroom at Coleco. It 
might have been my imagination, but I 
could swear he was beaming with pride 
as his son described his company 's vision 
of the future. 

VIDEO GAMES: How do you feel 
about Wall Street's prediction that video 
games have peaked, in the wake of 
Atari's fourth quarter slump? 



ARNOLD GREENBERG: I think Wall 
Street clearly overreacted, and very er- 
roneously downgraded the prospects for 
continued growth of the video game 
market. Warner Communications had a 
record year in 1982 and, clearly, Wall 
Street made an error and very quickly 
corrected that error and now realizes 
that the industry is healthy. Some com- 
panies may be healthier than others. 
What really happened last year was that, 
as newer competitors came in, market 
shares were being reallocated and the 
fortunes of some companies were ad- 
vancing at the expense of other com- 
panies. I'm very positive about the in- 
dustry and, more importantly, the great 
opportunity that the industry has to keep 
growing. Now, by industry, I mean both 
the video game industry and the home 
computer industry, which I define to be 
under $500 at retail. Increasingly, those 
two industries should be treated as one. 
There is too much focus on video games 
versus home computers, as if they are 
competing industries. In fact, they are 
not. There is much too much focus on 
the hardware means of delivery that, 
truly, I think is a false distinction. The 
real issue is to take a look at the software 
opportunity that both hardware systems 
seek. What we're really saying is that the 
industry is one involving computerized 
entertainment. Whether you buy a video 
game system or a home computer, gen- 
erally, substantially all the software that 
you're using is entertainment in nature. 




A more powerful machine, which we 
tend to call a home computer, lends itself 
to more sophisticated entertainment 
software. But, still, the majority of the 
software packages bought by home 
computer owners is entertainment soft- 
ware. 

VG: So you see the home com- 
puter/video game as a luxury item rather 
than a necessity? 

AG: It's hard to say that a video game is 
a luxury. That may literally be so, but I 
don't think that that is a difference that 
takes us anywhere. Some 15 million 
American families have already bought 
a video game system. Therefore, it is get- 
ting to be as much a necessity of life as a 
luxury. What I'm saying is, the name of 
the game is computerized entertain- 
ment, whether or not that entertainment 
is made possible by a video game system 
or a home computer system. We should 
not look at the two kinds of machines as 
antithetical and opposite. Increasingly, 
video game systems of the future will be 
more complex. They will, in fact, be 
home computers, and the kind of enter- 
tainment software that they will make 
available will be increasingly 
sophisticated. The direction we are go- 
ing towards is more interactivity, more 
sensory appeal. There will always be a 
large market for the very low-priced 
video game system, and that will be for 
the consumer who wants an entry-level 
experience at a low price. But the more 
sophisticated video game systems, which 





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24 VIDEOGAMES 



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are in fact home computers, I think will 
increasingly take a larger share of the 
total market. 

Games are a foot in the door, but 
entertainment is more than merely 
games. It's a step up in sophistication 
from games. After the kids first bring 
these systems into the house to play 
games, the adults eventually learn how 
they can use them or, as the children get 
older, they find uses for the home com- 
puter in addition to entertainment. 
That's what the ColecoVision home 
computer system is all about: finding 
utilitarian opportunities for the entire 
family to put to work. The opportunities 
are very real, and that is the key to mak- 
ing the home computer appealing to the 
entire family. 

VG: What is your own company's par- 
ticular role in that evolution? 
AG: We think we have a very mean- 
ingful role in the evolution. We believe 
that there are three primary uses for a 
home computer: entertainment, infor- 
mation management and education. 
And I rank them in that order. By virtue 
of who we are and our particular back- 
ground, we think that we will address 
those three functions in a truly unique 
way and we will go very heavily on our 
experiences as a successful entertain- 
ment company and as one whose 
distribution network tilts very heavily 
toward those large retailers who are 
comfortable handling entertainment 
and promotional merchandise. In many 
cases, those are the retailers specializing 
exclusively in toy and entertainment 
products. These are the people who want 
products that are simple, integrated and 
functional, but don't require a great deal 
of demonstration. The mass consumer 
market is the one we take as our objec- 
tive. We do not seek to turn the mass of 
Americans into programmers. We are 
not looking for a hobbyist market. We 
are seeking a very broad-based market. 
VG: I understand that just this week the 
lawsuit between Coleco and Atari 
regarding the Coleco Expansion Module 
#1 has been settled. Could you tell us 
about the issue that was involved here? 
AG: The lawsuit raised the question as to 
whether or not there was any patent in- 
fringement by Coleco in connection with 
the Expansion Module #1 which we 
made for the ColecoVision system. That 
module made it possible to play any 
Atari 2600 VCS compatible game on our 
system. It also raised the very same pa- 



tent question with regards to our new 
Gemini video game system. Again, it is a 
free-standing system that makes it possi- 
ble to play the Atari cartridges. As a 
result of the settlement, Coleco will con- 
tinue to be able to make and ship both 
the Expansion Module #1 and the 
Gemini free-standing system and that 
will be done under a royalty-paid license 
under the Atari patents. 
VG: Tell us about the Gemini. Is it a 
children's system? 

AG: No, the Gemini is not just for 
children. It's a free-standing system that 
functionally can do what the Atari 2600 
VCS can do— it plays compatible car- 
tridges. We have a very fine controller 
that's included with the game; one that's 
both a joystick and paddle controller at 
the same time. We also include a Donkey 
Kong cartridge, which we had pro- 
grammed last year, and $25 in savings 
coupons that enable the consumer to 
buy up to five Coleco program car- 
tridges that are Atari VCS-compatible. 
The other part of the Gemini system is 
what we call Gemini Sound I. This is a 
sound module that can work on any 
Atari VCS, the Gemini or the Atari 



module that plugs into the ColecoVision 
system. It's a patented, digitally encoded 
sound system that coordinates the ac- 
tion on the screen with sounds. We are 
making use of licenses, such as the 
Berenstain Bears, Dr. Seuss, theSmurfs, 
to capture what should be a very appeal- 
ing youth market. 

VG: In a market atmosphere that has 
become so crowded with software game 
cartridges, what is the key to breaking 
hits? 

AG: I think the titles that are likely to be 
the most profitable and the most suc- 
cessful are those based upon very strong 
licenses. But that's only step one. Step 
two requires that the home video ver- 
sions be very well programmed. They 
must be good translations, not merely 
graphically, but in terms of game play. 
Finally, they should be effectively and 
aggressively promoted on TV. That's 
very important. Those companies able 
to combine these three elements should 
have hits. I see the software market 
developing multiple tiers, with car- 
tridges of varying quality available for 
$5, $10, $15, $20 and up. 
VG: Do you see the coin-op business, 



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26 VIDEOGAMES 



even as it wanes, continuing to be an im- 
portant source of licensed titles? 
AG: Absolutely. The coin-op business is 
not as strong as it once was for various 
reasons. There's been a proliferation of 
newer machines, but they've been 
unable to gain a foothold because the 
hits of yesteryear are such hearty peren- 
nials. Another reason for its weakness is 
that there are now many coin-op hits 
available in home versions. But, as a 
whole, 1 think that industry is healthy, 
and all that it awaits are technological 
developments that will create new, ex- 
citing forms of games. Some of those 
developments will take place this year, 
things in the nature of 3-D and the 
videodisc, which will make coin-op play 
more exciting. Videodiscs can enhance 
graphics and make the whole experience 
more sensory, more interactive and cer- 
tainly more appealing. 
VG: Talking about making the ex- 
perience more appealing, is your own 
Super Action Controller a step in this 
direction? 

AG: The Super Action Controller is a 
system designed for use primarily with a 
line of advanced ColecoVision sports 




software. It's a pistol-grip and comes 
with the ability to move four players in- 
dividually, 360-degree rotary joystick, 
12-position keypad— so you really have 
a very interactive, sensory controller 
system. The software that's designed for 
it will be quite unusual — it'll represent 
the best in sports software available. For 



JtotogJffld l i 




instance, the baseball game will be split- 
screen, so that you will be able to see 
many images and different aspects of the 
baseball game at different times. The 
Super Action Controller really will lend 
itself to a very new software experience. 
And that's really what we're talking 
about in terms of future development: 
an experience that can take the player 
and bring him closer to the center of the 
action. We can make the experience the 
equivalent of life itself. You will be the 
star of a 35 millimeter movie, you will be 
at the center. All of this is merely a 
warm-up for what's ahead in the next 
few years. 

VG: Although you believe strongly in 
licensing, Coleco is still very much com- 
mitted to creating original games. 
AG: Oh, yes, original games are very im- 
portant, and even the programming of 
licensed games is important. The 
translation from the licensed version to 
the home version takes a great deal of 
skill and programming capability. We 
have been doing that in-house since last 
year. 

VG: Why haven't you publicized the in- 
dividual programmers of the games, as 
Activision and others do and, in the 
same vein, hired a visible company 
spokesperson, a la George Plimpton and 
Bill Cosby, for your TV advertising 
campaigns? 

AG: We don't believe that a cartridge is 
created by any one person. We have a 
team of many people, including graphics 
designers, who are very key to the 
development of any cartridge. We think 
it's inappropriate to lay the primary 

VIDEOGAMES 27 



credit at the feet of any one individual. 
It's been a deliberate move on our part 
to avoid working with a spokesman. 
Our thinking on that has been several- 
fold: Number one, our product is so 
superior to the competition in the 
marketplace, that in and of itself, our 
product is the very best spokesman. Sec- 
ondly, and this stems from the first 
reason, is that it's pointless for us to 
compare ourselves with the competition . 
We think we're dramatically better. 
What our commercials do is compare 
our product with the arcade experience 
and that really seems to be a much better 
way to go. 

VG: Will the market for hand-held 
games continue to be profitable? 
AG: Oh, there's no question that will be 
a continuing market, even with video 
game prices getting lower and lower. 
VG: When you first entered the video 
game market seven years ago, how did 
you think the business would develop? 
AG: We knew back then that the field 
would develop along cartridge-based 
lines. The only question was how quick- 
ly it would take. Actually, it took quite a 
bit longer for the video of the present 
day to develop because the portable 
market got so strong in the late '70s. The 
advantages of portability are ob- 
vious, so, when the low-cost 
microprocessor became abundantly 
available, it was possible to create a new 
game experience that, for a while at 
least, clearly overshadowed video. 
VG: You entered the video game hard- 
ware market rather late. What was your 
strategy in introducing ColecoVision? 
AG: We became convinced that the 
market needed a third-generation 
system, a system with even better 
graphics than the Mattel system, and 
with exciting software. And we felt that, 
with the advent of the home computer, it 
would be desirable to create a system 
that was expandable — that was modular 
in nature, so that state-of-the art 
developments could be incorporated in- 
to it as they came along. We saw the need 
to create a much better mousetrap. We 
felt that the available technology was 
such that a better product could be 
created, in terms of graphic capability, 
in terms of the controller system, and, in 
particular, in terms of expandability. 
VG: And now you are introducing an at- 
tachment that can turn ColecoVision 
from a video game system into a home 



computer, which can compete with the 
Texas Instrument 99/4A, Atari 400 or 
Commodore VIC. 

AG: We will be at the June Consumer 
Electronics Show previewing a very 
unusual keyboard module, complete 
with certain peripherals that will help us 
address in a unique way the primary uses 
of the home computer as we see it — 
entertainment, information manage- 
ment and education. 
VG: Are you convinced that the most 
important function of the home com- 
puter will be entertainment, or is that on- 
ly from Coleco's perspective? 
AG: It seems to me that's not even a 
debatable issue. All one has to do is take 
a look and see what kind of software is 
being purchased by people who own 
home computers. Anywhere from two- 
thirds to three- fourths of the units are 
entertainment software. I believe that 
will continue. The home computer is 
merely a more sophisticated entertain- 
ment machine than the video game. 
VG: Do you feel that video games can be 
an important learning tool for 
youngsters? 

AG: I'm delighted to see that even the 
President of the United States just 
recently commented that video games 
can be very constructive, indeed, even in 
the training of pilots. I think video 
games have done a lot to lower the age of 
computer literacy and help break down 
the barrier between consumer and com- 
puter. Video games are, in and of 
themselves, home computers, and the 
value of the video game experience, is, at 
least in part, that the user quickly 
develops the hand-eye coordination that 
is of great value in the manipulation of 
the computer. Video games can teach the 
player memory and strategy. One in- 
creases one's score if one develops cer- 
tain memory capability with respect to 
noting what is a repetitive game pattern 
and what isn't. The more one concen- 
trates on the challenge of game play, the 
higher one's score can be. So, there are 
valid learning experiences that come 
from working with video games, and I 
think they are a very natural transitional 
step into the home computer. To argue 
otherwise at this late date, is really rather 
foolish. I see no danger in reducing the 
age of computer literacy. I see no danger 
at all in furthering understanding. 
VG: Is Coleco active in distributing game 
cartridges to outlets like video stores? 



AG: I think our products will increasing- 
ly be sold by stores that also sell video 
cassettes. The development of the soft- 
ware boutique is a new concept in mer- 
chandising that will certainly be promi- 
nent in the '80s. 

VG: How can a company like Coleco go 
up against the mass communications 
giants like Warner Brothers or CBS in 
competing for shelf space in stores like 
that? 

AG: The key to competing is having the 
right product, whether you're large or 
small. And our product is right. We 
compete with anyone and everyone in 
every means of distribution. 
VG: Does Coleco plan to move in the 
direction of establishing their own retail 
computer outlets, such as Apple and 
IBM have done? 

AG: No. That is a very different, and 
specialized market. It's the personal 
computer field, which is a specialized 
text market and a complicated one, for 
different people who require a great deal 
of demonstration. That's not what our 
system is about. We're talking about a 
mass consumer product here that must 
be simple. It's got to be able to hang on a 
hook. It does not need extensive in-store 
demonstration in order to let people 
know what it is. It's got to be clear and 
apparent on its face. 
VG: How would you describe the Col- 
eco image? 

AG: We're a worldwide leader in the 
manufacture of entertainment and rec- 
reational products for the entire family. 
Right now, most of that is electronic — in 
1982, 73 percent of our volume was elec- 
tronic. But, we do have an important 
and growing position in the non- 
electronic toy and entertainment pro- 
duct area, and that's a position we ex- 
pect to continue to expand. 
VG: Can Coleco catch up to the front- 
runners even with its relatively late start? 
AG: Behind the front-runners? Well, I 
suppose technically we are, but we feel 
that the momentum is certainly running 
with us. We believe we are clearly 
established as the most wanted video 
game system, even though some of the 
others have sold more units in the past. 
That really is the key consideration. 
VG: And to what do you attribute that 
momentum? 

AG: A combination of quality, a better 
product, and very agressive marketing 
and merchandising. a 



28 VIDEOGAMES 



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GEORGE 
OVERMAN 

The Fine Art of Video Games 



By Mark Hazard Osmun 



A\ painted woman rises in the 

/■\ midst of a fantasy landscape. 
\ She is naked. Her body is entire- 
ly green except for her face. There the 
green breaks into patterns exposing flesh 
tones reminiscent of a loosely woven 
mask. She looks almost serpentine rising 
amid huge, illuminated, red mushrooms 
and prismatic flashes of light. 

"It was unusual to say the least," says 
George Opperman, "to be working with 
a girl in green greasepaint. And those 
models don't work cheap either," he 
laughs. 

Opperman, 48, is the Director of 
Visual Communications for Atari's 
Coin-Operated Games Division. It is his 
responsibility, along with a 12-person 
staff, to create and produce all artwork 
for Atari's arcade games, be it adver- 
tisements, posters, promotions or game 
cabinets. 

Opperman turns again to the lovely 
young woman featured on the poster on 
the wall before him. "We were trying to 
create a Centipede poster for our 
distributors and this is what we came up 
with. It's good, but its definitely not 
what we would put out for the general 
public." While the art is eye-catching 
and beautifully rendered, it is also sexy. 
Atari's Marketing and Corporate Public 
Relations divisions and Opperman 
himself must think about more than art 
when it comes to the public. They must 
consider art's relation to business. 

Traditionally, the temperaments of 

30 VIDEOGAMES 





". . They must be 
able to translate that 
blip into something 
— a character, 
a monster, a design, 
an abstract symbol. 
They must be 
talented. . ." 



the artist and the businessman have been 
thought to be opposed— bohemian, ir- 
responsible, creative types on one hand; 
uptight, but dependable, conservatives 
on the other. In Opperman one finds the 
opposites reconciled in a charac- 
teristically sensible way. 

Opperman came to Atari via the On- 
tario (Canada) College of Art, Drake 
University (where he majored in graphic 
design and marketing), Commercial 
Arts Magazine and various advertising 
agencies and design offices. In 1972, 
Nolan Bushnell's fledgling company, 
Atari, was one of Opperman's clients. 
By 1 976, he was invited to join the com- 
pany's staff, making him now one of 
the longest-surviving Atari employees, 
and from there built the graphic design 
department from a one-man operation 
to its present complement. 

Seated at his desk, Opperman is sur- 
rounded by the tools of an artist's 
trade— a drafting table to his right, 144 
shades of color marker pens behind him, 
sketches laid out before him. 

He is dressed appropriately for the 
board meeting he has just returned 
from: a neatly tailored suit, button- 
down collar, pinstripe shirt and conser- 
vative tie. Beneath such wrappings, 
however, lurk spacey, comic-book vi- 
sions of turquoise asteroids and laser ex- 
plosions. 

"It's a Jekyll and Hyde thing," Op- 
perman says. "This is a business. And 
because it is a business and our schedules 



VIDEOGAMES 31 





are so tight, we have to be disciplined. 
Contrary to what many may believe, this 
is not a laid-back line of work and the 
temperamental artist can't last long 
here. 

"On the other hand there are no limits 
placed on our designers and il- 
lustrators — other than time and money. 
We want them to take things further 
ahead all the time. 

"We want good illustrators with good 
design sense and good color sense. They 
must be able to do finished art as well as 
be able to visualize how to interpret 
game play from what they see on the 
video screen. They must be able to 
translate that blip into something — a 
character, a monster, a design, an 
abstract symbol. They must be 
talented." 

Opperman pauses and shakes his 
head. "You know for years you hear 
people say, 'God, if I could just have 
freedom, I could really do something. I 
could do great things!' Well I say, 'Now 
you have. Let's see if you're up to it!' " 

The first step in producing art- 
work for an arcade game, says 
Opperman, is to play the game. 
When a designer plays, say, Centipede, 
he looks for aspects of the game that sug- 
gest exciting display art. The writhing 
motions of the Centipede, for example, 
was the take-off point resulting in the 
poster image of the green serpentine 
woman among the mushrooms. 

But before the design team (one 
supervisor, designer and illustrator col- 
laborate on each game) puts pencil to 
paper, the Industrial Design division 
must provide the specs (size, shape, etc.) 
of the cabinet that will house the game. 
The type of cabinet — coffee table, 
upright, or enclosed/sitdown (a la Red 
Baron) — determines much of the overall 
design. That accomplished, the designer 
begins work on rough "idea sketches." 

"When it is time to draw," says Op- 
perman, "I get a sort of tunnel vision, an 
approach of concentration during which 
all else fades away. When I'm done, I 
can then turn back to the business 
aspects of this work." 

A foam core, wood and paper 
1/4 -scale model of the cabinet complete 
with artwork is then constructed. This 
model helps the artists see how their 
work is progressing and provides the 



32 VIDEOGAMES 



marketing division with a mock-up to 
evaluate, approve or reject. When a 
design is approved, the illustrators and 
designers move to finished art. Each col- 
or is cut individually for silkscreening. 

The final processes are conducted 
nearby at Atari's 45,000 square-foot 
silkscreening plant. Workers at the heav- 
ily automated facility stencil each game's 
side panels using a six-by-eight-foot 
press, while others are kept busy inking 
glass or vinyl "attraction" panels. As 
many as six different colors are screened 
onto each side panel — each color going 
through the press individually. 

The end result, it is hoped, is an arcade 
game that will catch the eye and attract 
one to it like a flower does a bee. 
"What we sell," says Visual Commu- 
nications Supervisor, Bob Flemate, "is 
what happens in our minds and comes 
out through our hands." 

Of course it is not always that forth- 
right or poetic; there are moments when 
business intrudes unwelcomed into the 
realm of art. 

"The frustrating thing," Opperman 
admits, "is when we don't have enough 
time to do a reasonable job. For exam- 
ple, when there is a big show coming up, 
on top of everything else, the constraints 
of time (and money) limit us." 

Sometimes, though, it is not time but 
taste that stands in the way of artistic ex- 
pression. Tempest, a game of rather 
nebulous geometric shapes, had been a 
problem for Opperman's staff, who had 
been trying to develop characters based 
on those shapes. Finally, they came up 
with monster-characters. 

"Marketing liked it fine," Opperman 
recalls. "But then our team leader, a 
programmer, came in and said the 
monsters were too scary and would drive 
off players and hurt the corporate im- 
age. So we had to change it." 

Still, the satisfactions outweigh the 
frustrations. Opperman points to the art 
on Asteroids Deluxe, which he directed, 
Finnish abstract painter Marty Viljamaa 
designed and Flemate illustrated, as one 
of his favorite works. "On Asteroids 
Deluxe we got to try some different 
things, like using a four-color process 
rather than fill-in line art," Opperman 
says. Among the 70 to 80 games he and 
his staff have illustrated .Centipede and 
Space Duel are also among his favorites. 
Opperman may have his favorite 
game designs, but the design for which 




Among the 70 to 80 games the Atari coin-op art staff 

has worked on, Opperman counts the intergalactic war 

scenes in Space Duel as among his favorites. 



he is probably most noted is the now in- 
famous Atari logo. There have been 
conflicting reports about the meaning 
behind the design of this. Different 
theories (some, or all of them, planted 
by Opperman himself) keep springing 

up: 

•It's a Japanese letter-character. 

•It's a three-line representation of 
Atari's three divisions (at the time of the 
symbol's creation Atari had only one 
division). 

•It's from the Japanese game Go. 

•It represents Mt. Fuji. 

•None of the above. 

Cornered, Opperman offers this 
story: "In 1972, George Ferraco of Atari 
asked me to work on something for their 



corporate I.D. Well, symbols are just 
visual nicknames that combine first let- 
ters and interpretive design elements 
.... In six months I went through 1 50 
designs. 

"Anyway, I kept trying to stylize the 
1 A,' then I looked at Pong— their big 
game at the time. Pong had a center line 
and a force (the ball) that kept hitting its 
center from either side. I thought that 
(force) would bend the center outward. 
And that's what I designed." 

Sounds perfectly reasonable. One 
wants to believe it. A businessman, after 
all, probably would not spend time 
dreaming up another playful hoax. 

An artist, on the other hand, just 
might. * 

VIDEOGAMES 33 



mi 

K€V€D 
UP 



ith the ever-advancing developments of 
state-of-the-art technology, and 
society's fascination, as well as infatu- 
ation, when viewing the potential appli- 
cations of personal computers for day-to-day life, it 
should come as no surprise that the newest trend is 
directed at expanding the capabilities of that at- 
home entertainment phenomenon: the video game 
system. 

Where once the two were worlds apart, the past 
couple of years have shown just how closely inter- 
related they are— and can be— to the point that home 
computers owe their considerable impact, first and 
foremost, to the emphasis on bringing arcade-style 
action to life. 

Meanwhile, video game systems have undergone 
a rapid and dramatic evolution since their initial in- 
troduction little more than a decade ago. Today we 
stand at the crossroads where the once thought sim- 
plistic and limited system has been upgraded and up- 
dated as video games enter into the computer age. 
To help you survive the journey and better under- 
stand what it all means for the future, VIDEO GAMES 
offers a close look at the leading models and add-ons 
that are keying the way for tomorrow's video game 
systems. 



VIDEOGAMES 35 



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One Step Beyond 


























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Mattel's step-up move from video game machine 
to computer system has been a long time in com- 
ing. From the beginning many consumers were bowled 
over by the realistic graphics of the company's Intellivi- 
sion, but didn't like the price. The alternative was Atari's 
2600 which was cheaper and offered more games. 
Slowly, like the age-old feud between Chevy and Ford 
owners, consumers started to take sides between In- 
tellivision and the Atari VCS. Then they sat on their 
couches behind their prospective game machines and 
waited for their company's next brilliant (they hoped) 
move. 

Atari didn't make a move, but Mattel did. Banking on 
its "superior" reputation, Mattel figured its fans were 
ready for a more sophisticated product and began test- 
marketing a computer add-on that, at the time, was 
planned to cost $700 to $800. It proved to be a price 
point which doomed the unit and also led to Mattel's 
use of rebate offers designed to help Intellivision earn 
some price equality. 

Now, Mattel fans are smiling as their company, final- 
ly in sync with the market, has introduced an updated 
and less-expensive Intellivision II along with an array of 
affordable peripherals which turn it into a computer 
system for beginners, as well as a music synthesizer. 
The entire package has been dubbed the "Entertain- 

36 VIDEOGAMES 



ment Computer System" (ECS), and is being positioned 
right between video games that compute and com- 
puters that play games. 

The Intellivision II essentially is the Intellivision I only 
with some design changes such as its sleek, white 
housing, reduced in size with peripherals to match. Ap- 
pearances aside, the unit includes detachable hand 
controllers with longer cables, an on/off switch and a 
price that will be anywhere from $130 to $200. All ex- 
isting Intellivision games and peripherals will still fit the 
new model with an updated Intellivoice in the matching 
white retailing for about $80. 

Since the Intellivision II "s controllers are detachable, 
Mattel now offers new controllers which plug into the 
unit and can be used with all Intellivision games. The 
joysticks measure 3 W high and have top-mounted fire 
buttons and four side-action buttons located on their 
bases. They'll probably retail for under $20 per pair. 

Simply speaking, the ECS expands the Intellivision 
systems into areas of education, music and family- 
oriented computing. It does so via the computer adap- 
tor, which connects directly into the model I or II, and 
provides 2K of additional RAM memory, enhanced ma- 
nipulation of graphics, and 12K ROM with Intellivision's 
own built-in BASIC computer language. 

Of course, the adaptor does nothing without its com- 



panion 49-digit, full-travel keyboard (It looks just like a 
typewriter). When you plug the two in, your Intellivision 
becomes a computer that can be easily programmed to 
perform a variety of functions. The keyboard also adds 
a new dimension to video games because it sup- 
plements the hand controllers by allowing the user to 
change any aspect of the game such as graphics, skill 
level and game action. Keyboard and adaptor will be 
priced at about $125 to $150. 

Mattel's three new "Super" games designed just for 
the ECS— World Series Baseball ($35), Mind Strike 
($35) and Scooby Doo's Maze Chase ($26; names sub- 
ject to change)— are good examples of how the player 
can use the additional memory and keyboard to 
heighten the fun. In the baseball game (created by a 
designer and full-time statistician), you can program 
Hall of Famers to play against each other or program 
batting and pitching statistics for your team. In the 
Scooby Doo maze game, if you tire of the 15 pre- 
programmed mazes, you can use the computer 
keyboard to create your own. 

New kids games for the ECS are Ways With Words, 
Number Jumble and Flintstones Keyboard Fun, each to 
sell for around $26. Designed to help children improve 
spelling, grammar, sentence structure and mathe- 
matical skills, the games at the same time will develop 
any beginner's keyboard dexterity. And for the child or 
adult beginner who wants to learn more about BASIC 
programming, Mattel will introduce two programming 
cartridges with the ECS. Tentatively called Mr. BASIC 
Meets "Bits 'N' Bytes" and Game Maker, the software 
combines simple programming and video games. 

In Mr. BASIC ($26), a split screen shows the user pro- 
gram commands at the top and video game action at 
the bottom. Programs use color-coded graphics to 
make learning easier. Game Maker ($26) allows you to 
create your own video game without doing all the work. 
The game's graphics and play are already designed for 
you. Your job is to choose the characters and action 
you want (you can even plug in any Intellivision game 
cart you might have and select characters from it) and 
then finish the program. 




Melody Maker is one piece of software in the ECS music line. 



Despite these capabilities, don't confuse the ECS 
with Mattel's other new introduction, the Aquarius 
Home Computer System. That machine, Mattel says, is 
for more serious computer users hoping to do more 
powerful applications. 

Mattel's director of marketing for Intellivision new 
products and peripherals, Gary Moscovitz, stresses that 
Intellivision and the ECS peripherals are entertainment 
systems. And while he can envision a two-computer 
family where an ECS and Aquarius system could co- 
exist peaceably in the future, Mattel's aim with the ECS 
is only to bannish consumers' lingering timidity regard- 
ing computers, by offering the potential applications 
and capabilities in an entertaining and non-intimidating 
way. 

"At the end of 1983, there will no longer be video 
game-only machines," Moscovitz says. "This is the 
year of transition between video games and computer 
systems — it's becoming one continuum. What kind of a 
system a family will buy is based on what the family 
wants to do with it and its budget." 

He believes the majority of families in '83 will want to 
ease into computing as opposed to getting right into 
disk drives, spread sheets and writing 64K programs. 

The Intellivision ECS is their ticket to painless com- 
puting. 

Still, when the family's knowledge and computing ex- 
pertise grows, so can the Intellivison memory. Another 
new gadget— Mattel's program expander — gives users 
an additional 8K ROM memory including extended 
BASIC language and 16K RAM to write more 
sophisticated programs, process more information and 
play more advanced video games. The expander is ex- 
pected to retail for around $80 and will then actually 
allow the ECS user to perform some of the same func- 
tions possible with the Aquarius. In fact, the Intellivision 
II user can plug the Aquarius thermal printer (selling for 
less than $200) or any of many printers on the market 
into his Intellivision for any specific hard copy functions. 
There's even the option of using Aquarius' Data 
Recorder (under $100) consumer-supplied tape 
recorder, which will operate in conjunction with the 
system to store additional information. 

Mattel's BASIC Programmer software ($35), to be in- 
troduced with the Intellivision II and ECS system this 
summer, is an intermediate-level cartridge designed to 
be used with the program expander. On-screen lessons 
and a simple step-by-step manual take the user through 
the fundamentals of BASIC language and actually show 
you how to write your own programs. With the Intellivi- 
sion BASIC, if you write a line of code, it appears color 
coded. If the computer doesn't understand the program 
or instruction, it doesn't color code it, so you instantly 
know you've made a mistake. This is Mattel's way of 
providing a nonfrustrating method of learning computer 
programming, Moscovitz says. 

Did you say you always wanted to play piano? Well, 
Mattel's Intellivision II can do that, too — with a little help 
from its music synthesizer — a full-sized 49-key music 
keyboard. Mattel claims this peripheral, which plugs in- 

VIDEO GAMES 37 



to the computer adaptor, has the same look, feel and 
touch of a real organ keyboard. It is a six-note, 
polyphonic synthesizer, which means it can play six 
notes at once. The system isn't designed for the profes- 
sional musician, although he or she probably could 
have a ball with it. Like the ECS computer add-on, the 
synthesizer is designed simply to teach all family 
members to read music and to compose their own 
melodies. Three new ECS programs, tentatively named 
Astromusic, Melody Maker and Music Conductor, were 
designed to help out the novice musician. 

Astromusic is the musical version of the Astrosmash 
video game and is designed to familiarize fumbling 
fingers with the keyboard. Melody Maker helps the new 
musician compose melodies (which can be stored on 
cassette). And Music Conductor serves as a built-in 
private music teacher. With or without the software, 
when you play a note on the synthesizer, it appears on 
the screen. 

Again, Moscovitz stresses the synthesizer, similar to 
peripherals, is designed to entertain. "There's a large 
community of people out there who are as intimidated 
about learning to play music as they are about using 
computers," he says. This gets them involved painless- 
ly and easily. The synthesizer will sell for around $80. 
The music programs are $26 each. 

Mattel plans a whole library of new ECS titles before 
year-end to supplement the 12 new games described. 
But for those Atari VCS game lovers, the company also 
will offer a System Changer, to sell for $80. Along the 
lines of expansion modules put out by other companies, 
this device allows the Intellivision owner to play any 
VCS-compatible cart on any Intellivision. To do this on 
the Intellivision I, however, owners must take their 
machine to an authorized Mattel service center for fac- 
tory adjustments. There will be a service charge for 
this. 

The Intellivision I, in fact, is being phased out of pro- 
duction and replaced by the Intellivision II, although 
parts will continue to be available for the original master 
component. Remember, these two machines are the 
same except for their outward appearance — Mattel's 
ECS peripherals and games fit both. 



Mattel's target market, for all these innovations, 
naturally, are those consumers who already own an In- 
tellivision. Still, if you're picky about all your com- 
ponents matching or are a consumer without a system 
at all, Mattel wants to give you a price break. They've 
put together a $250 package deal that includes the 
new Intellivision II, the computer adaptor and keyboard. 
This price may drop even further as market 
conditions change. 

About the time you've got all your new Intellivision II 
peripherals together, Mattel will bring out its Intellivision 
III, slated for a Christmas debut. 

The III will be compatible with all the peripherals 
mentioned previously, but also will be an advanced 
game machine touted to surpass ColecoVision and 
Atari's 5200 in graphics and game play. The high-tech 
unit features LED (light emitting diode) readouts to in- 
dicate sound level, on/off, proper cartrigde insertion and 
pause mode. 

According to Mattel spokespeople, Intellivision III will 
offer built-in voice synthesis, high-resolution graphics 
with intricate detail, infinite colors and life-like graphics, 
as well as built-in voice allowing it to use specially pro- 
grammed voice cartridges without the add-on In- 
tellivoice. Six channels of sound effects and music can 
be heard through a stereo system with built-in stereo 
hook-up jacks. 

The graphics and game play of Intellivision III are 
achieved via the use of 320 X 192 lines of resolution. 
The unit — unlike the ColecoVision, for instance, which 
can choose from among 16 colors — features a nearly 
infinite menu of programmable colors. Mattel also 
claims the system features the ability to move objects 
on the game screen twice as fast as other video game 
systems and can show more moving objects on the 
screen at the same time. 

Remote battery-operated hand controllers, each con- 
taining tactile feedback keys and a full-size joystick, 
come with the unit, which is set to retail for less than 
$300, probably around $200. New games in the sports, 
space and adventure arenas are also planned in time 
for the holiday season. 

— Anne Krueger 




From the Entertainment Computer System's BASIC Programming line: Game Maker and Mr. BASIC Meets "Bits 'N' Bytes.' 
38 VIDEOGAMES 



TH€ RTRRI 2600 K€VBOfiRD 



fill in the Family 




Under a veil of secrecy befitting Detroit car makers 
or the Pentagon, last February Atari took what 
many believed to be the next evolutionary step when 
they announced "My First Computer." It is designed to 
transform (in the company's words) the 2600 video 
game player into a "powerful home computer." Less 
than a month later, Atari decided that My First Com- 
puter was too limiting a name, and instead began refer- 
ring to it as the Atari 2600 Computer. 

The change in the name aside, although the an- 
nouncement may have seemed major to Atari, they 
were the fourth (or fifth, depending who you take seri- 
ously) company to announce the development of a key- 
board addition to the 2600. Entex slated its 
"Piggyback" (suggested retail around $125) for late 
April; Spectravideo was preparing the CompuMate 2600 
add-on (suggested retail around $90) also for this time, 
while Emerson announced a keyboard unit at January's 
Consumer Electronics Show. Emerson has since put a 
halt to those plans. With the encroaching competition 
and the obvious movement to expand basic game 



system capabilities, it seemed only natural that the 
company which invented the 2600 (or Video Computer 
System, as it is formerly called) might give Atari a 
definite edge in promoting its keyboard. 

According to corporate sources, the 2600 Computer 
is "targeted toward the novice computer community." 
Therefore, you shouldn't expect it to take the place of 
an Apple, or probably even come very close to an Atari 
400 or 800 computer, yet. However, this may well 
change in the coming months, if, for no other reason, 
than the fact that the 2600 keyboard may be superior to 
the 400 in some respects. It will feature rubber keys, 
which provide tactile feedback (as opposed to the mem- 
brane design of the 400). A disadvantage is that the 
keys will probably be closer together (providing a non- 
typewriter feel) in order to allow the keyboard addition 
to sit directly atop the 2600. 

Although the name has already been changed, don't 
expect the emphasis on support to be much different 
from what the original title suggests. The system has 
been described as one which is "ideal for computer 

VIDEOGAMES 39 




11 . . .The 
system hos 
been described 
os one which is 
"ideal for com- 
puter 
novices. 



Michael Moone, president of Atari's Consumer Electronics division, joins actress 
Drew Barrymore in announcing the 2600 computer. 




novices," while planned software will emphasize home 
management, education and personal development. 
There also will be a line of specially designed games 
and, with expanded memory (8K RAM standard, expan- 
dable to 32K) the system will be capable of providing 
improved graphics and, probably, faster game play. 
Because of this, as a game playing peripheral, the com- 
puter add-on may well represent a worthwhile invest- 
ment in its own right. 

Initial releases will be in the form of cartridges, which 
will load into the expansion port on the left side of the 
device. This port has also been designed to accept up- 
coming specially-designed peripheral devices, including 
a modem, which would allow communication over the 
telephone lines with other computers, possibly a low 
cost printer, and maybe even a floppy disk or wafer data 
recording device. In addition, there is a built-in interface 
that facilitates the recording and playback of user- 
written or specially-designed programs, data, and 
games. But that's not all. Present plans would allow the 
keyboard to interface with any cassette recorder having 
an earphone or output jack to further expand its 
capabilities. 

There will be a built-in programming language, prob- 
ably a modified version of Microsoft BASIC, which is 
easily learned, and allows owners to begin pro- 
gramming after a brief getting acquainted period. More 
powerful programming languages (requiring increased 
memory) will probably be offered for those wishing to 
make even better use of the computer add-on. 

The 2600 Computer is planned for release in the third 
quarter of this year (but more realistically, look for it to 
be available around Christmas), with the keyboard ex- 
pected to retail for about $90. 

—Mark Brownstein 



40 VIDEOGAMES 



€NT€X 2000 PIGGVBflCK 



fidded Rttroction 




nfter you've played your 50th VCS game and 
scored your zillionth alien blast, the feeling of 
satisfaction may just be replaced by a little emptiness. 
Something's amiss. You don't remember when the 
uneasiness began, but suddenly there's a sense that 
you should be learning as well as playing games. And 
it's nagging at your thoughts with each twist of the 
joystick. 

The scenario is one that Entex (303 West Artesia 
Blvd.. Compton, Calif. 90220, 21 3-637-61 74) is banking 
on happening in the coming months with the release of 
a special add-on keyboard called the Entex 2000 Piggy- 
back Computer. The system is squarely targeted at 
millions of gamers poised on the threshold of the so- 
called "learner's market" — all ripe and ready to set 
foot into the wonderful world of real, honest-to- 
goodness home computing. 

"Our dual thinking in developing the Piggyback was 
that we wanted to create a low-cost alternative for 



game machine owners who weren't necessarily ready 
to shop for a full-fledged system," explains Norman 
Block, Entex vice president. "Secondly, we wanted to 
find a way to make the machines themselves more 
useful to their owners." 

Entex's motives weren't entirely altruistic, of course. 
The nearly 12 million Atari VCS owners in the U.S. alone 
constitute a healthy chunk of potential business for the 
company. Still, Entex has a reputation for judging the 
market carefully and rather than "jump on the keyboard 
bandwagon" it chose to bide its time, observing and 
waiting for what they hope will be the golden opportunity. 

During the wait, Entex engineers began drawing up a 
list of possible specs for their embryonic unit. The 
research team agreed the device had to be powerful 
enough to rival other potential low-cost competitors, but 
also expandable enough to offer users several more ap- 
plications than other low-cost units, and thus yield more 
"bang for the buck" and "performance value" as 

VIDEOGAMES 4] 



Design the best new MASH 



something money can't buy. 











Fame. 

That's right. F-A-M-E. 

Because ii the game you design 
is good enough, we'll make it 
and put your name on every one 
we sell. 

And remember, you don't have 
to be a computer programmer to 
come up with a great game. You 
just have to have a great imagina- 
tion, and give us a short description 
of your idea. 

IF FAME ISN'T ENOUGH, 
HOW ABOUT A FORTUNE? 

$25,000 to be exact. That's how 
much the game contract will 
bring you. Guaranteed. What's 
more, we're giving away a whole 
list of prizes for the other great 
game ideas we get. 

• Four First Prize AMC Jeeps® 

• 400 Second Prize Texas Instru- 
ments 99/4 A" Home Computers. 

• 4000 free Fox Video Games. 

EVERYBODY WINS. 

Because the new M\A # S'H 
game comes packaged with a 
smashing M\A*S«H T-shirt. 

Absolutely free. 

HOW DO YOU GET STARTED? 

Just buy the original M*A«S*H 
game. The contest rules and entry 
blanks are in every package. 

And if you win, you might say 
the rewards are monumental. 



MASH 


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407713 






Games of the Century 



THE MASH CONTEST. 
IT'S A SMASH. 



marketeers are fond of saying. Communications 
capability, program and data mass storage and a bun- 
dle of memory to enable the first-timer limitless ex- 
perimentation possibilities, it was decided, were definite 
prerequisites. 

The wait ended last January and the Piggyback has 
emerged as a "gem in the marketplace," according to 
Block. "We bowled them over at Toy Fair," he reveals, 
referring to the number of orders generated by the 
system's New York retail introduction last winter. True 
to its promise, Entex delivered a system that is both 
powerful and easy to use, as well as expandable. 

At the center of the Piggyback's performance system 
is an 8-bit Z-80A microprocessor — a very respectable 
cpu for a starter unit. Coupled with this high-speed chip 
is 8K of built-in ROM BASIC that also holds the video 
and graphics display software: 128 characters and a 32 
x 16 character display for comfortable viewing on a col- 
or or black and white television set. 

The 70-key keyboard includes nine special functions 
(F1 through F9) and four cursor movement keys (left, 
right, up, down) — a convenient feature not included on 
many existing low-end machines. As for price, how 
does under $129 sound? Quite attractive, believes 
Helen Fleischer, Entex marketing manager. 

"Why go out and buy a whole new system when you 
can simply add on to your home game?" Fleisher says. 
"We figured in pricing the Piggyback this low, people 
would consider it a small investment for a big value." 

It doesn't matter which game system tickles your 
fancy — Entex sells a Piggyback converter for a mere $7 
(probably less in certain stores) to fit the Atari 5200 and 
Sears Super Arcade, as well as the Intellivision I and II. 
The Piggyback doesn't require a converter to plug into 
Atari's VCS, the Sears Telegame or the ColecoVision 
and the new Coleco Gemini system when both of the 
latter are used with ColecoVision Module #1 (the Atari 
VCS adapter module). 

All the talk of converters and adapters grows confus- 
ing but Fleischer says if one just remembers the word 
"flexibility" then you'll understand what Piggyback is all 
about. "We mean to make the Piggyback available for 
every game system in the market — maybe even some 
we don't yet know about — and thus for every video 
game user," she stresses. 

Today's major limitation in low-cost computing is the 
small amount of random access memory that can be 
made available economically for programming. The 
more internal memory, the more expensive the system. 
To overcome this handicap, Entex offers optional 16K 
RAM memory expansion cartridges which plug right 
into the side of the Piggyback. Up to two memory ex- 
pansion carts may be accepted by the system, thus 
increasing the internal memory to 3K RAM (only 2K of 
which is actually usuable because the other 1 K is 
needed by the computer to control the video display) to 
a generous 34K total. 

Additionally, a peripheral expansion module with 
room for cassette recorder interface, an RS-232 inter- 
face for communications with a data base (or with 
another Piggybacker!), and parallel I/O (for possible 

44 VIDEO GAMES 



future printer applications) is also available. A memory 
expansion cartridge and peripheral expansion module 
are priced at $69.95 each, again, the company expects 
to see them discounted before long. Thus for a 
minimum investment, the ambitious computerist can 
write programs using up to 34K RAM and store his 
creations on cassette tape. 

"The cassette interface is provided especially for 
people who wish to grow with our system," Fleischer 
says. The company hasn't yet decided, though, whether 
to supply a modem, printer, or a disk drive. In typical 
Entex fashion, the manager comments, "We have to 
consider additional peripherals carefully. Our prime 
user would be someone who already owns a video 
game system and is ready to take the first steps into 
computing. Does this beginning user want to get knee- 
deep into disk drive storage and telecommunications? 
And if he does, does he want to do so through Entex or 
will he want a more sophisticated personal computer? 
We are weighing these and many other questions 
before going ahead with new devices." 

Entex, however, will provide stores with lists of third- 
party manufacturers and their models of compatible 
equipment that can be hooked up with a Piggyback. In 
addition, the firm is also examining possible combina- 
tion modem/data base subscription deals such as those 
currently offered by The Source and CompuServe in 
conjunction with Atari, Texas Instruments, Commodore 
and others. 

The Entex philosophy regarding Piggyback software 
is "let Atari do the games. Piggyback is a learning com- 
puter — we'll create the educational programs." The 
first group of five or more instructional packages will be 
available shortly, including BASIC Programming (in- 
cluded with the Piggyback), Home Finance, Beginning 
Math, Spelling and Algebra. Future releases including 
Computer Typing, Speed Reading, Word Games, Sports 
Statistics and Number Games. There's even more, with 
several programming languages such as LOGO, under 
development by Entex 's team of programmers and 
educators/researchers. 

"We generate an awful lot of material in-house," 
Fleischer notes. Software will be in cartridge form and 
"competitively priced" the manager adds. And, of 
course, junior programmers can easily create and store 
their own learning packages on a cassette tape 
recorder. Itself a third-party supplier, Entex knows of no 
other companies that will act as additional Piggyback 
software sources. 

Starting next month, Entex will fill the television air- 
ways with "learning is fun" and similar education- 
slanted messages aimed at parents — the major pur- 
chasers of the Piggyback. Traditionally a toy maker, 
Entex has officially entered the computer "learner's 
market," says Harold Frankel, director of marketing. 
"What we are seeing now is the desire of many parents 
to see their children be computer literate by the time 
they reach high school, much in the same way they 
used to buy encyclopedias in preparation for their 
children's higher education. The Piggyback is the 'liv- 
ing' equivalent of the encyclopedia." — Suzan D. Prince 



Once More With Feeling 




l 




The chant starts low and builds, growing louder and 
louder until it fairly rings in your ears: "The key- 
board is the key! The keyboard is the key!" It's all 
figurative, of course. No one at the Odyssey division of 
North American Phillips Co. (1-40 and Straw Plains Pike, 
Knoxville, Tenn. 37914, 615-521-4316) really goes around 
repeating the mantra. But the company that put a key- 
board on a home video game machine before it was 
fashionable has, for the past decade, been telling 
players in its advertisements and showing them through 
its games that a keyboard can add not only interest and 
challenge to an ordinary cartridge but a valuable skill to 
the beginning computerist's repertoire as well. 

The chant continues as Odyssey unleashes its third 
generation machine — the Odyssey 3 Command Center. 
This time around the slogan will be uttered more fer- 
vently, for as clever as Odyssey 2 's design was, the flat, 
sometimes awkward membrane keyboard and limited 
internal memory made it a definite third runner behind 



Atari's VCS and Mattel's Intellivision and then a fourth- 
place finalist after Coleco hit the streets last fall. 
Odyssey 3 — years in development — with its full type- 
writer keyboard and expansion potential, presents a 
rough and ready contender affirms Jerry Michaelson, 
Odyssey vice president. "With more people aware of 
home video games and exposed to them — the arcade 
phenomenon, for example, has played a large role — we 
felt it was time to stress Odyssey's more advanced 
capabilities," he explains. "The marketplace is ready 
for it." 

What consumers will find in late summer, when the 
new unit appears in stores, is a $199 console containing 
16K ROM (read only memory), a vast improvement over 
Odyssey 2 's mere 2K of brainpower. There will also be a 
full QWERTY typewriter style keyboard, along with three 
function (F1 , F2, F3) keys that will be more completely 
utilized by owners at a later date when a variety of soft- 
ware packages and peripherals appear for "serious" 

VIDEOGAMES 45 



programming, according to Michaelson. Unlike the soft 
membrane experience, depressing the new keys elicits 
a satisfying, springy "click," much like the tactile feed- 
back from a fine calculator. For the present, however, 
you'll only use these solid keys to start or reset the first 
offering of games slated for late summer and fall 
release. 

Two self-storing joysticks are housed on top of the 
unit (left and right), plugged into the console via a three- 
foot telephone-type curly cord. Instead of the standard 
button array, a "fire bar," (similar to the space bar on a 
typewriter) extends the length of the stick. Pressing any- 
where on the bar serves to fire a missile, jump, shoot or 
whatever — another first in the joystick arena. These 
sticks also permit better handling than the previous 
Odyssey 2 versions. Unlike Atari, Coleco or Intellivision 
joysticks, the new Odyssey controls are unhampered by 
calculator keys or function buttons since these can be 
preserved on the keyboard instead. The only item miss- 
ing, really, is a pause feature. 

If you want to get even fancier, however, Wico makes 
a plug-in Command Control joystick pair compatible 
with Odyssey 3 at $44.95, and a trackball at $69.95. To 
our knowledge (and N.A.P. Co.'s) Wico is the only out- 



" . . . The keyboard is the key— 

the key to greater video game 

challenge, interactivity and 

programmability . . ." 



side supplier of accessories and peripherals for the new 
machine. 

The main console has been streamlined considerably 
to resemble (ever so slightly) the Atari 5200. Its com- 
pactness is in response to Odyssey 2 users' complaints 
that the old unit was too big and clumsy. Outerware not- 
withstanding, the new system's insides will do justice to 
what is being attempted. Herein lie circuits with 
graphics capabilities the likes of which have never 
before graced an Odyssey screen: more memory, 
which means more room for color displays, object and 
character generation — even animation. A more power- 
ful cpu will permit fast program execution and easy-to- 
use commands for self-programming. 

"From 1972 to 1978, games of the dedicated chip 
variety first sparked interest in the category among con- 
sumers," Michaelson continues. "However, since 1978, 
and the introduction of programmable game systems 
such as Atari and Odyssey 2 , there has been a tremen- 
dous and rapid market expansion. The last five years 
have brought more and more recognition to the enter- 
tainment value of home video games." 

Thus, he explains, a new system had to be born. 
"The new unit is in response to the evolution of game 

46 VIDEOGAMES' 



system technology and players' growing sophistication 
and desire for computer functions," Michaelson 
reveals. 

In fulfilling such desires, the Command Center 
features a rear port into which the machine's first add- 
on, the Voice Module, can be plugged. This speech and 
sound effects unit, containing a General Instruments- 
developed speech circuit, differs from the one that fit on 
the old Odyssey by the fact that this version simply 
snaps into the back of the main unit. The newly de- 
signed Voice Module is also smaller and less obtrusive 
than the first and the need to play voice-enhanced cart- 
ridges through the Voice no longer exists. Rather, the 
console's center cartridge slot accepts all games and 
program packs. 

While the Voice will be available four weeks after the 
introduction of Odyssey 3 at an as yet undisclosed price 
(although a fair guess would be about $1 00, the same 
as the old Voice, since the technology isn't substantially 
different), a telephone modem will also appear. When 
the telecommunications module, as it's called, is 
plugged into the console's rear port, it turns the 
Odyssey into a "dumb" terminal — and gives the user 
unlimited access to the outside world from such data 
bases as The Source, CompuServe and Dow Jones for 
stock updates and business news. A price for the op- 
tional telecommunications module also hasn't yet been 
established, but there's some speculation that Odyssey 
may go the route of many computer companies and of- 
fer customers a communications package deal through 
retailers. (For example, buy the module with accompa- 
nying communications software and get one free hour 
or one free hookup from The Source, CompuServe, etc.) 

Odyssey's modem is manufactured by American 
Bell; it's a model 103 with full duplex, 300 bits per 
second (bps) transmission rate, that's directly connec- 
table to your telephone and switchable for answer or 
originate modes. Owners will use the keyboard to con- 
trol communications options such as signing on to a 
data base, send/receive for electronic mail and other 
cryptic messages. 

The third card in the N.A.P. deck is the plug-in com- 
puter programming module, scheduled for release 
around Christmas, which will form the foundation for 
Odyssey 3 's advanced programming capabilities. The 
programming module will provide the user with 16K 
RAM (random access memory) — enough to write sim- 
ple games, keep a budget, daily schedule or store short 
memos, as well as much more. To serve any potentially 
extensive programming needs, the company will offer 
optional mass storage packs for data and program 
retention, says Mike Staup, vice president and general 
manager. 

Licensing big names for game cartridge has never 
meant very much to Odyssey. Because of the older 
generation's severely limited graphics potential, it was 
hardly worth the cost of obtaining a famous name 
license, since the quality of game conversion could 
barely live up to the title. N.A.P.'s in-house programming 
team has had to content itself with drumming up 
original concept games, mostly of an educational 



nature — the genre that best showed off the old 
system's simple features. The introduction of the 
Odyssey 3 may substantially change the emphasis, 
Staup reveals. 

"Now that we have the improved graphic capability 
of our Command Center game console, we'll get more 
into arcade type games. We'll definitely be moving in 
that direction." Although the company won't confirm it, 
there's talk of an arcade hit being packed with the unit, 
but even as rumors continue to fly, it's a sure thing that 
Odyssey 3 programmers will take advantage of licenses 
already acquired and produce newer versions than 
those previously available. These include voice- 
enhanced games based on the Ringling Brothers and 
Barnum & Bailey Circus theme, the World's Greatest 
Show trademark and the arcade game Turtles, by 
Konami. 

Altogether, there will be three groups of games 
available for the Odyssey 3 : 

• The entire library of Odyssey 2 games, now number- 
ing more than 50. They won't be enhanced by the new 
system, but at least Odyssey 2 owners won't be left with 
a useless batch of obsolete cartridges. 

• Selected Odyssey 2 games, which have been 
modified and redesigned, such as Freedom Fighters, an 
Asteroids/Defender-type game (and probably Odyssey's 
best space game). In the new version, instead of a plain 
black field, a colorful moon and a large red asteroid 
float about the screen. Baseball has also been redone 
to show dugout, bases, pitcher's mound and fans in the 
grandstand. Pick Axe Pete, another remake, in which a 
brilliant brick-like field now surrounds Pete; 
Smithereens, in which the new background is reminis- 
cent of ColecoVision's Smurf scenes depicting rolling 
blue countrysides; and finally, Attack of the Timelord, in 
which the earth, with a geographically correct map of 
the U.S., gives you added movitvation to "Defend Your 
World." These titles round out the revamped eye- 
pleasers, although the graphics-enriched carts won't 
appear the same visually when played on the older 
system. 

• Brand new games for the Command Center ex- 
clusively. Here's where everything gets interesting. Ac- 
cording to Rex Battenberg, Odyssey programmer, the 
new cartridges will contain and utilize a full 32K of 
ROM — just like many ColecoVision cartridges, which 
should give an idea of the potential graphics content 
and quality to come. 

"By increasing the ROM, we can do a great deal of 
little game-enhancing surprises," Battenberg says, 
"such as completely filling a background which former- 
ly would have been bare due to lack of memory. We 
can also make objects move around in the background 
where before they would have just sat there, if indeed 
existed at all." Best of all, the designer notes, there will 
be two-screen games such as those made popular by 
Starpath and other VCS suppliers. 

Flashpoint is one of the two-screen games set for 
pre-holiday release. Players maneuver a tank from a 
position high above a city (you're actually floating above 
it) through the streets in order to monitor six or seven 



small squares scattered throughout the metropolis. 
Each flashes on and off threateningly, and the "flash 
point" occurs within 10 seconds — if you don't reach it, 
with that section of the city reduced to rubble. Reach it 
and you're transported to the next, entirely new screen, 
where you see little marching aliens coming at you from 
all directions. If you're fast enough to destroy them as 
they approach, your score will mount in proportion to 
how much of the field they haven't trampled. Live or 
die, it's back to the city to find another flash point and 
vanquish more aliens. 

Inspired by the arcade heavyweight Robotron, Bat- 
tenberg 's goal in creating Flashpoint was to "utilize as 
many of the new Odyssey 3 features as 
possible" — essentially to showcase the system. The 
background, for example, becomes a bright blue maze 
once a player has reached a flash point. Then there's 
the two-screen concept that Battenberg intends to carry 
out in future games. Flashpoint is also Odyssey 3 's first 
one-player, two-joystick cartridge. "It adds challenge," 
the designer says, with a hint of understatement. 

Another new game is called the Adventures of 
Sherlock Holmes. Still under development, this adven- 
ture game features Moriarity, who informs you that he is 



"... We felt it was time to 

stress Odyssey's more 
advanced capabilities. The 
marketplace is ready for it . . 



about to commit a crime and you must discover the 
clues that lead to his capture. The company is being 
very close-mouthed about the four remaining debut 
games but, in general, given Odyssey's educational 
bent, you can expect cartridges in that genre as well as 
more arcade titles and, eventually, all manner of pro- 
grams to encourage the beginning home computerist. 

Additionally, Imagic's immensely popular Demon At- 
tack will be made compatible for the system, and the 
software company, currently the only outside Odyssey 
supplier, says more Imagic challengers are on the way. 

N.A.P. hopes Odyssey 3 will make its way into the 
homes and hearts of users as an entertainment console 
that's smart enough to perform computer functions as 
well as play challenging games. 

"Odyssey 3 is intended as a system that can serve as 
a basic game terminals, but with capabilities to give it a 
high degree of importance to parents who don't want 
their child to be left behind in the computer age," 
Michaelson states, adding, "our advertising will ease 
youngsters and their parents into the newer system by 
continuing to emphasize 'the keyboard is the key' — the 
key to greater video game challenge, interactivity and 
programmability." — Suzan D. Prince 

VIDEOGAMES 47 



COL6COVISIONS K€VBOflRD CO/V\PUT€R 



Making the Grade 




€ver since Coleco's announcement of the Coleco- 
Vision home game system, the suggestion that a 
computer upgrade would be available hasn't been far 
behind. Indeed, this may be one of the reasons many 
people bought the system in the first place — the idea of 
a quality home game unit that could evolve into a high- 
powered computer is certainly a promising one. 

Coleco continues to seduce the public, and advanced 
information about the computer system at this stage 
reveals that it will be a "high powered home computer 
with all the peripherals required to use it. It will be a full- 
functioning all-in-one unit." The user "won't need to 
purchase other equipment. It will be supported by a 
tremendous software package." 
In spite of attempts to keep an extremely tight lid on 
information before this month's announcement at the 
Consumer Electronics Show, we have been able to 
make a number of educated guesses about the module 
based on the internal structure of the ColecoVision 
(which defines what a keyboard would be allowed to do 
and also defines display characteristics), subsequent 
expansion module announcements, and what has 
already been announced. 

First, and most obvious, the keyboard will attach by 
means of the expansion port at the front of the unit, or 
the front of Expansion Module #3, the so-called 
Supergame Module. In addition to the keyboard, expect 
built-in BASIC (or modified ColecoBasic) programming 
language, a thermal or impact printer, and a built-in 
record/playback unit. 

The display will consist of a 40 character per line, 24 
line, two-color display. The system will make use of the 
ColecoVision 's internal 16K RAM, and will have an addi- 
tional 8 to 16K RAM (of which 4-7K will be tied up for 
BASIC programming language). The keyboard will sit 
atop the unit and will provide access to the on/off 
switch on the console. 



Coleco has announced that it will provide extensive 
software support for its computer system, so don't be 
surprised to see a preliminary start-up software 
package included with the unit. (Its release of Donkey 
Kong with the ColecoVision, Turbo with Expansion 
Module II, Slither with Roller Controller, and two games 
with Expansion Module #3 establishes a precedent that 
Coleco will carry through on its $175-200 keyboard). 

Expansion Module #3 is a major part of this system, 
although Coleco is noncommittal about its capacities as 
anything other than a game-playing device. The expan- 
sion module consists of a 128K microwafer loaded 
system capable of both playback of prerecorded data 
(the game-or-program-loading feature) and recording of 
generated data Microwafers are an inexpensive 
(around $3.00) method for rapid storage and retrieval of 
upto128Kof data. 

In addition to the capacity to record and play back 
data, the module also carries 16K RAM. Added to the 
16K already built into the ColecoVision, and the pro- 
bable 16K built into the keyboard, the three-piece 
system will provide 48K, of which about 42K will be 
usable memory. Since Coleco has announced a system 
with all the peripherals needed to operate the unit, it is 
questionable as to whether Coleco will go to the ex- 
pense of providing an additional recording device that 
will see little actual use. 

Look for the keyboard unit to carry over the basic 
black with silver accents, to be well-made and well- 
engineered, and to have a somewhat boxy appearance. 
Our guess is that it will be well supported, initially by 
Coleco, and in short order by third-party programmers. 
Coleco's choice of microprocessors to run the Coleco- 
Vision (Z-80A) makes machine language programming 
for this unit accessible to many Z-80 programmers of 
other computers (including the Radio Shack TRS-80). 

— Mark Brownstein 



48 VIDEOGAMES 



COl€COS SUP€RGflM€ MODUl€ 3 



fi Slice of life 





The Entrepo Micro Drive 



Entrepo's Micro Transport 



Coleco announced its SuperGame Module (Module 
#3) at the February Toy Fair. This device is capable 
of playing back over 128K of memory (or enough data 
for up to 100 game screens). Unlike the typical game 
cartridges, the new Supergames come on a device 
called a Microwafer; a thin endless-loop tape cartridge, 
about the size of a business card (1.6" x 2.7" x 0.2"). 
You can think of it as something like a midget 8-track 
tape cartridge, since the tape only moves in one direc- 
tion, with the beginning and end spliced together. 
The device used to record onto and play back the 
microwafers is called a microdrive, which is designed 
to operate up to 20 times faster than an audio cassette 
drive, while allowing much more rapid loading and 
unloading of programs. 

A little about the manufacturers. The microdrive 
system was developed by a firm called Exatron, which 
previously created the system for mail order sales to 
owners of the Radio Shack TRS-80 as an inexpensive 
storage device that was superior to cassette tapes and 
less expensive than floppy disk drives. The drives were 
also sold as peripherals for memory typewriters, and 
recently were added as storage devices for the VIC-20 
and Commodore 64 computers. 

Last February the Exatron Corporation changed its 
name to Entrepo (meaning "a storage place") to reflect 
its emphasis on data storage and announced that it 
would be moving manufacturing facilities to the Far 
East with the expectation of producing 250,000 
microdrives and 2.5 million microwafers a month. 

The philosophy behind the microwafer is simple: the 
personal computer market is rapidly expanding. Data 
storage is an important aspect of any computer system. 



Before the microwafer, there were two storage alter- 
natives: disks and cassette tapes, but both had their 
problems. The disk storage was rapid, relatively error 
free, and also expensive. Why should a person who 
pays $150 for a VIC-20 have to pay $300 to 500 for a 
disk drive? Cassette tapes are an imperfect medium for 
data storage. They're certainly less expensive than disk 
drives, but are slower and prone to more errors. The 
microdrive is a middle-range alternative. Running in the 
$125 price range, it's capable of recording up to 128K 
(equivalent to many disks), and is faster and more accu- 
rate than cassette tapes. 

Coleco and Texas Instruments have both contracted 
to use the microdrives. In the case of Coleco, the drive 
is manufactured for the company and built into its Ex- 
pansion Module #3 Supergame module. Certainly the 
capabilities to record and play back, plus the 16K RAM 
memory built into the module, strongly suggest the 
microdrive's use as primary data device for Coleco's 
new add-on keyboard for the ColecoVision. There are 
no provisions for duplicating programs from the module 
onto other devices, so proprietary games, and so forth 
will be relatively safe from piracy. 

Texas Instruments announced its wafertape drive 
(suggested retail: $139.95), designed for use with the 
company's Tl 99/2 and line of personal computers. 
Though it's not immediately compatible with the 99/4A, 
the company offers a Hexbus converter for about $60 

The microdrive system (also known as stringy-floppy) 
fills an apparent vacuum between cassettes and floppy 
disks . Undoubtedly we haven't heard the last of 
microdrives and the wafers. 

— Mark Brownstein 

VIDEOGAMES 49 



fiSTROCRD€ 



One More Time 




The year is 1976 and Atari is busily developing what 
will soon be known as the Video Computer System. 
It is designed to accept cartridges which push into the 
top of the unit and allow individuals to play games on a 
regular television set. With about 600 bytes of storage 
capacity, the unit will be enormously successful. 

Meanwhile, across the country, Jeff Fredrickson, of 
Dave Nutting & Associates, the design wing of 
Bally/Midway, is busily developing its own home game 
system that will be known as the Bally Professional Ar- 
cade. It will be designed to accept cartridges that load 
similarly to a cassette tape (and even look like them), 
while allowing owners to play games on a regular tele- 
vision set. It has at least six times as much game 
storage capacity as the Atari VCS, but won't be the suc- 
cess it should have been. 

By now, everyone knows something about the VCS. 
With estimates of about 1 2 million units out there, and 
seemingly non-stop television commercials for compati- 
ble cartridges, it has touched every game player's life. 
The Bally unit, on the other hand, has sold, perhaps, 

50 VIDEOGAMES 



120,000 units, has had limited television advertising (a 
short campaign last year under its new name and 
ownership, Astrocade), until recently no third-party soft- 
ware developers, and remains one of the better-kept 
secrets in the history of home video game systems. 

Bally's plan was to introduce a BASIC programming 
cartridge which would allow the user to write his own 
programs, games and learning activities, as well as 
some limited home management monitoring. The cart- 
ridge was introduced about a year after the release of 
the master unit when a cassette interface, permitting 
the recording of programs and playback through the 
computer, was also introduced. 

Bally's planned third step would have satisfied those 
users frustrated with the limited capacity of the original 
unit and BASIC programming cartridge. A keyboard 
computer, dubbed "Z-grass" (for the graphics oriented, 
user-friendly operating system) was announced with the 
introduction, in 1977, of the Bally Professional Arcade. 

This computer was scheduled to have 64K RAM, 32K 
internal ROM, a full-sized keyboard, broadcast quality 



video, dual audio cassette jacks with motor control, 
RS-232 Input/Output interface and CPM compatibility. 
The Z-Grass 1 00 (a later iteration of the original design) 
was designed to be a full, state-of-the-art computer. So 
what happened? 

Well, to fully understand the answer, it's important to 
trace the history of the arcade system. Although initial 
orders were taken in September 1977, Bally wasn't 
ready to fulfill its orders for a few months. Those units 
were, on the whole, defective, with heat-sink problems 
being the major difficulty. A user would buy the unit, 
take it home, turn it on, and it would overheat, frying 
some of the sensitive components. The system would 
then have to be returned to the dealer and many of 
those first sales ended up being non-sales, with the 
defective units returned for refund, rather than being 
replaced by working units. It took some owners six or 
seven "trade-ins" before getting one that was reliable. 
This was enough to discourage most potential pur- 
chasers, and marked the system from the beginning. 

With overall corporate attention focused on other 
growth areas and business activities, Nutting's design 
group was involved in perfecting the design of the 
Z-grass computer add-under. According to Nutting, this 
went through "at least 12" revisions, and when he was 
finally satisfied that an acceptable unit had been 
developed, Bally management decided to abandon the 
endeavor, principally because of quality problems, and 
the resulting slow sales. 

Astrovision (which changed its name to Astrocade) 
entered the picture, purchasing the license to manu- 
facture, market, and develop new hardware and soft- 
ware for the Bally Professional Arcade. Astrovision also 
apparently purchased all units and components still at 
Bally. The Nutting design group and Action Graphics, 
which was then a wing of Nutting, would provide soft- 
ware and engineering support to Astrocade but, in the 
words of Nutting, "no money." 

Until Astrocade finally began releasing new software 
in late 1981, there had been no cartridges available for 
approximately two years Lack of product would have 
doomed most systems (as it had Fairchild's Channel F), 
but not the Professional Arcade. And, in 1977, the unit 
was touted as an expandable home computer. Pro- 
moting it this way succeeded in attracting buyers who, 
for the most part, desired to get into computer program- 
ming (the VCS buyers were mostly interested in playing 
games), thus keeping the system alive. 

Robert Fabris, publisher/editor of The Arcadian, a 
newsletter which publishes programs and information 
about the system, began his publication in 1978. He has 
been one of the major forces keeping it going since that 
time. His publication, meanwhile, has served as a link 
between the owners of the unit, and has also been a 
major provider of information by both Bally and Astro- 
cade. It was through this publication that many of the 
third-party programmers have sold their cassette-tape 
loaded programs for the system. However, Astrocade 
never reached its anticipated goals, releasing only a 
few cartridges, abandoning plans for a keyboard, and 
finally declaring bankruptcy last year. 



The first computer add-on was introduced in June 
1980. Called the Blue-RAM ($180 assembled, $140 kit) it 
was designed by John Perkins, of Perkins Engineering. 
The unit provided 4096 bytes of memory, which could 
be designated either RAM or ROM by moving a switch, 
128 bytes non-protectable ROM, and allowed games to 
be transferred to Blue-RAM and recorded onto tape. 
Also available was an 8K extended BASIC cartridge 
($49.95), for more complicated programming, and 
simplified graphic design and game development. Per- 
kins Engineering also offered a 62-key keyboard 
($89.95) which simplified the entry of programs into the 
system, a specially designed modem/printer interface 
($99.95), a Blue-RAM operating system ($9.95, which 
allowed development of longer programs), and a BSR 
controller ($19.95), providing the Professional Arcade 
with the capability to control up to 16 lights or appli- 
ances in the home. 

Perkins Engineering now also offers a 16K system 
($275 including 8K Extended BASIC), a kit for con- 
verting the 4K Blue-RAM to 16K, and a 32K Blue-RAM 
($395 including extended BASIC). Both units take about 
three weeks to prepare before shipping. 

In April 1981, Alternative Engineering introduced its 
Viper (Video Image Processing Equipment Research) 
System 1 , a 16K memory expansion for the Bally 
Professional Arcade. The $275 unit included an 8K ex- 
tended BASIC language tape, with special graphics 
routines and other features which facilitated program- 
ming. Available at extra cost was a keyboard ($1 75), 
and a 16K RAM card ($150). Expansion cables, multi- 
bus adapters, an EPROM programmer card, and an 
RS-232 interface card were also announced. In addition 
to these two manufacturers, other users developed light 
pens (to allow drawing on your TV screen, printers, 
other keyboard/memory expansions, and machine- 
language programming utilities (to program faster video 
games). 

While the Blue-RAM and extended memory Blue- 
RAMS are still available, Alternative Engineering may 
stop production of the VIPER, for a very good 
reason — they have licensed the Z-grass operating 
system for use in an add-on keyboard computer. 
Sources at Alternative Engineering indicate that a unit 
has been designed to the basic specifications of the un- 
released Z-Grass 100: 64K RAM, 32K ROM, and a 4K 
screen interface. The unit will have a full-sized key- 
board, two cassette recorder interfaces with motor con- 
trol, RS-232 ports, CP-M compatibility, and voice. The 
name for the device hasn't yet been decided and a 
cabinet design hasn't been finalized. 

Marketing of the unit will be through Esoterica 
Limited, an Ohio-based producer of arcade software, 
with an already well-established distribution network. 
The company, which began by providing cassette tape- 
loading programs, has recently made available the first 
independently-produced game cartridge for the Profes- 
sional Arcade. Future plans call for the computer to be 
released throughout the distribution network, with units 
hopefully on the store shelves when you read this. 

— Mark Brownstein 

VIDEOGAMES 51 




td ffi \ ffl I 



%u 




The VIC-20: A Programmer's Perspective 



By Mark Andrews 




The Commodore VIC-20 is the big- 
gest little computer on the market. 
It weighs just about three pounds — only 
slightly more than the Manhattan tele- 
phone directory. But when it comes to 
computing power, it is certainly no 
lightweight. 

The VIC-20 is so simple to operate 
— and comes with such an easy-to- 
understand instruction manual — that 
almost anyone can sit down and start us- 
ing it without any training. And, believe 
it or not, it can also present quite a 
challenge to the expert programmer. 

The heart of the VIC-20 is a 6502 
microprocessor chip— the same chip us- 
ed in Apple and Atari computers and 
the Commodore 64. The VIC comes 

52 VIDEO GAMES 



with built-in Microsoft BASIC; two dif- 
ferent varieties of enhanced BASIC are 
also available. The VIC can also be pro- 
grammed in machine language. And the 
many special features of the VIC's 
keyboard, screen display and operating 
system make it an unusually easy com- 
puter to program in all of the languages 
that it understands. 

The VIC Keyboard 

For a computer of its size and price, 
the VIC-20 has an exceptionally ver- 
satile, comfortable, fast-action 
keyboard. It features movable keys, 
not a flat membrane keyboard like the 
Atari 400 or the Timex-Sinclair 1000. 
And it has concave typewriter-type keys, 



not the little, flat-topped, "Chiclet- 
style" ones that you may have seen on 
other small computers which, though 
lovely to look at, can make touch-typing 
a programmer's nightmare. And, al- 
most every key on the VIC is exactly 
where you would expect to find it. 

The VIC has 66 keys, including four 
user-programmable keys — a rare 
feature on a computer in the VIC's price 
range. Its keyboard can produce upper- 
and lower-case letters and a wide variety 
of graphics characters, each labelled on 
the front side of the key which accesses it 
in the graphics mode. 

Up to eight different colors can be 
displayed on the screen simultaneously, 
and the colors of the text and characters 



can be changed with a single 
keystroke— no programming needed. 
On almost every other color computer 
on the market, some programming is re- 
quired for on-screen color changes. 

The VIC keyboard does have a few 
shortcomings, though. Its cursor move- 
ment keys, for example, take a little get- 
ting used to. One key moves the screen 
cursor either left or right, and another 
moves it up or down, depending on 
whether the shift key is pressed. The 
keyboard could have been greatly im- 
proved if it had been designed with four 
cursor keys — one for each direction. In 
all fairness, however, there are many 
personal computers, such as the Atari 
800, with less satisfactory cursor-key ar- 
rangements than that of the VIC-20. 

Another drawback is that the VIC 
lacks any key for inserting or deleting 
full lines of text, and a method for 
deleting the character directly 
underneath the screen cursor. These are 
also minor faults, but together they tend 
to make life a little more difficult than 
necessary for programmers who were 
not brought up on the VIC-20. 

Actually, it's probably a bit unfair to 
criticize this keyboard at all, considering 
the alternatives that other computers in 
its class offer. Despite its shortcomings, 
this is one of the best home computer 
keyboards designed to date — for touch- 
typists, as well as hunt-and-peck pro- 
grammers. 

The VIC Screen Display 

Less ideal, as its designers have 
been known to admit, is the VIC's screen 
display. In text mode, only 22 characters 
can be typed across the width of a televi- 
sion screen. In comparison, Atari com- 
puters have a 40-character screen width, 
Radio Shack's Color Computer has 32 
and most business computers generate 
an 80-character screen. 

While the 22-column display may be 
easy to read, it limits the number of 
characters that can be shown on the 
screen at one time to 506 (22 columns 
across by 23 rows down), so writing and 
debugging a long program can become a 
difficult job, involving a lot of scrolling 
from one part of the program to 
another. All of that electronic page- 
turning can make word processing a 
frustrating task. There are a couple of 
ways to improve this situation. One is 
quite expensive; the other requires con- 
siderable programming knowledge. 



The costly way is to buy a plug-in car- 
tridge that expands screen display to 40 
or 80 columns. Data 20 Corp., Laguna 
Hills, Calif., and Quantum Data, Inc., 
Costa Mesa, Calif., have versions that 
include 16K memory ($300-320). To use 
the 80-column option, however, re- 
quires a high resolution video monitor, 
along with some special interfacing cir- 
cuitry. The cost of all of this equipment 
can easily total more than $1,000. 

The VIC's text display can also be ex- 
panded by using memory expansion car- 
tridges (to hold the extra screen memory 
you'll be adding), and then rewriting the 
computer's display and screen editor 
routines. But if you can program well 
enough to do that, you're not a typical 
VIC-20 owner. 

RAM, ROM and Other Features 

Random access memory (RAM) is 
memory space in a computer that is left 
empty by the machine's designers so 
that the user can fill it up with data and 
program instructions. As it comes out of 
the box the VIC has just 5K (5,000-plus 
typed characters) of random access 
memory. That's enough RAM to hold 
short, relatively simple programs — but 
not enough to write and run long, com- 
plex programs and games. 

Fortunately, it's easy to expand the 
VIC's memory. By adding 8K and 16K 
expansion cartridges in various con- 
figurations, a VIC owner can easily in- 
crease the machine's RAM to as much as 
32K. That's the same amount of 
memory that can be crammed into a 
Radio Shack Color Computer or a 
Texas Instruments 99/4A— both of 
which cost more than a VIC-20. But it's 
16K less than the capacity of an Atari 
800, and 32K less than that of Atari 
1200XL and Commodore 64. 

As important as RAM is, it's equally 
important for a computer to have a well- 
designed read-only memory (ROM) 
package. ROM is where a computer's 
brain power really lies; all of the perma- 
nent, preprogrammed instructions that 
tell the computer how to carry out user- 
written programs are stored in ROM. 
And the VIC-20 has an absolutely first- 
rate ROM package. 

VIC BASIC, a slightly expanded ver- 
sion of Microsoft BASIC, is built right 
into the VIC's ROM: just turn on the 
computer, and you can start BASIC 
programming immediately. 

VIC BASIC is almost identical to the 



dialects of the Microsoft BASIC used in 
the Commodore PET and the com- 
puters in Radio Shack's TRS-80 line. 
VIC BASIC differs considerably, 
however, from the non-standard BASIC 
dialects used by some other computer 
manufacturers, such as Apple and 
Atari. 

One of the most useful features of 
VIC BASIC is the way it handles text. 
Here, words and phrases can be 
subscripted — in other words, defined as 
variables and then stored in lists called 
arrays. Then these subscripted 
variables — text strings, to use computer 
jargon— can be manipulated in pro- 
grams almost as easily as if they were 
numbers. In some other dialects of 
BASIC— Atari BASIC, for ex- 
ample—the subscripting of strings is not 
possible. 

Another special feature of VIC 
BASIC is a "SAVE" command that 
allows file names to be assigned to pro- 
grams stored on cassettes. (Programs 
stored on disks can be given names in 
any dialect of BASIC.) In Atari and Ap- 
ple BASIC, programs recorded on 
cassettes cannot be given names; they are 
simply recorded one right after the 
other, and must be located using the 
counter on a tape recorder. That's a 
sloppy way to keep track of a program, 
and it can make it difficult to find saved 
programs. 

Another useful command in VIC 
BASIC is "DEF FN," which means 
"define function." This command 
allows complicated mathematical for- 
mulas to be written out just once and 
then used in programs as many times as 




VIDEOGAMES 53 



desired. "DEF FN" is also used in Ap- 
plesoft BASIC, but not in Atari BASIC, 
or Radio Shack's Color Computer 
unless an optional (and expensive) Ex- 
tended Color Basic package is installed. 

One exclusive feature of VIC BASIC 
is a "TI$" (time string) function, which 
can be set by the programmer and con- 
sulted at any time thereafter to find out 
how much time has elapsed— in hours, 
minutes and seconds — since the timer 
was turned on. The TI$ function can be 
used to put a constantly running clock 
on a computer screen, or as a countdown 
timer in user-interactive programs such 
as games. 

VIC BASIC also has an exclusive 
"VERIFY" command that can be used 
to check whether a program has been 
saved correctly on a disk or a cassette. 
This is an extremely useful command; it 
can rescue programs that might other- 
wise be destroyed. 

VIC BASIC, like most BASlCs, has a 
vocabulary of about 60 words. But its 
capabilities can be expanded con- 
siderably with two packages of- 
fered by Commodore, each of which in- 
cludes a plug-in program cartridge and 
instruction manual. The Super Ex- 
pander, $69.95, contains a set of special 
BASIC commands — including PAINT, 
DRAW, CIRCLE, COLOR and 
SOUND — that can be used to create 
music, special text modes and high- 
resolution graphics. The Programmer's 
Aid, $59.95, lets the user change the 
assignment of the function keys — to a 
BASIC command, number, graphics, 
text — any information up to 10 
characters long. Super Expander also in- 
cludes more than 20 BASIC commands 
which streamline the writing, editing and 
debugging of programs. 

There's also a VIC software package 
designed for assembly language pro- 
grammers. Called the VICMON 
($59.95) it includes a machine language 
assembler and dissembler, as well as a 
machine language monitor. Unfor- 
tunately, the VICMON is a rather 
rudimentary machine language 
assembler. For some reason— probably 
because of the memory limitations of a 
basic 5K VIC-20— the VICMON 
doesn't allow the programmer to use 
variables in programs or labels to iden- 
tify subroutines. And there is no provi- 
sion for inserting explanatory remarks in 
a program. 

The VICMON is fine for writing short 



machine language routines that are 
designed to be called up from BASIC 
programs. But because of its limitations, 
it would be almost impossible to write a 
long, complicated machine language 
program using the VICMON. In fact it's 
actually easier to write assembly 
language programs for the VIC on other 
6502-based computers — such as those 
from Apple and Atari — than it is to 
write them on a VIC. The situation will 
undoubtedly remain as such until a bet- 
ter machine language assembler for the 
VIC-20 comes along. 

If the VICMON's faults sound like 
bad news, there's also some good news 
about the VIC-20 for assembly language 
programmers. An exclusive and very 
powerful programming aid, called a 
Kernal, is built into the VIC's operating 
system. The Kernal takes up a full 8K of 
memory space but is well worth it to the 
assembly language programmer. 

The VIC Kernal is essentially a jump 
table that contains the addresses, or 
locations, of many of the VIC's most 
important built-in subroutines. By using 
the Kernal, a machine language pro- 
grammer can make the VIC-20 do vir- 
tually anything it is capable of doing, by 
simply instructing it to jump to an ad- 
dress contained in the Kernal. Com- 
modore has guaranteed that as the VIC's 
operating system is updated, the Kernal 
table will be changed to match. That 
means that machine language programs 
written using the Kernal table arc 
guaranteed to work on future versions 
of the VIC. 

The Kernal can simplify machine 
language tremendously. In a sense, in 
fact, it is almost a full-fledged program- 
ming language itself. There is no reason 
why a skillful assembly language pro- 
grammer, armed with a good assembler, 
could not use the VIC Kernal to write 
programs almost as quickly and easily as 
they can be written in BASIC. And the 
Kernal concept has an important side 
benefit, too: since it uses subroutines 
that are already in the VIC's ROM, it 
saves the memory space — as well as the 
time — that it would require to rewrite 
them. 

Programs Thai Teach Programming 

Experienced programmers can plunge 
right into the world of VIC program- 
ming by reading the VIC-20 Pro- 
grammer's Reference Guide ($16.95). 
For VIC users who want to learn pro- 



gramming, or improve programming 
skills, several prepackaged programs 
are designed to do just that. For young 
programmers, there's a new software 
package called "Gortek and the 
Microchips." It includes two program 
cassettes and a comic book which com- 
bines a space adventure story with 
instructions in BASIC programming. 

For adults, there's a programming 
series called "An Introduction to 
BASIC" (Parts I and II). Each package 
in this series contains two cassette tapes 
and a workbook over 150 pages long. 
Together, the two packages contain just 
about everything a BASIC programmer 
needs to know, from how to use a com- 
puter keyboard to such sophisticated 
topics as string manipulations, search- 
ing and sorting, animated graphics, 
sound generation and creating games. 

Conclusion 

Commodore says that the VIC-20 is a 
"user-friendly" computer, and that the 
manuals and teaching kits designed for it 
are user- friendly, too. This is not an 
empty claim. All of the VIC instruction 
manuals published by Commodore are 
well-written, beautifully printed and 
easy to understand. They neither talk 
down to readers nor baffle them with in- 
comprehensible jargon. There are plenty 
of examples and illustrations to help get 
important points across; the program 
tapes that come in the training kits for 
VIC owners are excellent, too. 

The taped lessons include many useful 
and interesting demonstrations of the 
VIC's capabilities, as well as a host of 
cleverly designed quizzes that requires 
the user to input answers from the 
keyboard. There are programs on the 
cassettes that demonstrate good and 
poor programming techniques. There 
are even programs that contain inten- 
tional errors that must be debugged 
before they will work properly. 

Add up all of this, and what you have 
is one of the most amazing small com- 
puter systems ever designed. The VIC-20 
has a terrific keyboard, up to 32K of 
RAM, built-in Microsoft BASIC, 
superb color graphics and an ultra- 
sophisticated built-in music and sound 
synthesizer. And it now retails for less 
than $200. 

Because of these features and factors, 
says Commodore, more than a million 
customers have now- bought VIC-20 
computers. Small wonder. ▲ 



54 VIDEOGAMES 



VIDEO 



^rp 



v 



J] 



GAMES 

Part 2 

By Noah Greenberg 



m 





SKETBALL 



.HOCKEY 



.BOXING-BOWUNG 



•TENNIS 



• SKIING 



Last month we began our This time around we wrap up 

salute to the wide world our special section on athletical- 

of sports and focused on ly inspired efforts with a variety 

the home cart action for of games guaranteed to give your 

baseball, football and soccer. playing days a sporting chance. 




ENNIS 




ACTIVISION TENNIS 




If you think that a video game based on 
tennis can be nothing more than a heavi- 
ly ornamented pong game, you're in for 
a surprise. Activision Tennis is one of the 
most cleverly designed and entertaining 
games in the video world. 

As in all Activision games, you can 
play against an opponent or the com- 
puter. Your vantage point is the same as 
on TV, which is above and behind the 
baseline of one of the players. The 
figures are well-drawn, racquet-wield- 
ing, joystick-controlled men. They're 
terrifically mobile and can move all over 
their side of the court, charging the net 
or whacking from the baseline. You use 
the red button only for serving. During 
play, whenever a player makes contact 
with a ball, the racquet will automatical- 
ly return it across the net. Making shots 
is difficult, and you never really know 
exactly where your ball will go, but as 
long as you make contact , the ball will be 
returned in fair territory. 

There are four game variations that 
can be used with the computer or against 
an opponent; they involve playing either 
at regular speed or slow motion. The a 
and b settings determine the angle of the 
shots; the a position has less angle than 
the b, making it tougher to return 
winners. 

The game has well-drawn graphics, 

56 VIDEOGAMES 



but their color and attention to detail are 
limited. The only lines are those of the 
court perimeter, and the field is one 
shade of green with a simple white net at 
center. The players are either blue or 
pink. The white ball, however, casts a 
realistic shadow and makes a convincing 
thud when it meets the racquet. Scoring 
is just like it is in real tennis, and one set 
ends the match. Directing the angle of 
the shot is tough: It's best to try to meet 
the ball. But do rush the net whenever 
possible, and try to get the ball where 
your opponent isn't. 



INTELLIVISION 
TENNIS 




Intellivision Tennis is an even more 
realistic simulation of the game, in- 
cluding many details missing from the 
Activision game, such as crowds cheer- 
ing and lines on the court. The vantage 
point is different: Here, you see every- 
thing from center court. 

This is a difficult game to master, 
because, here, nothing is taken for 
granted. You must position your man 
with the disk and swing by pressing the 
side buttons. You're given a choice of 
hard and soft swings; the bottom action 
buttons determine where your serve 
will land on your opponent's side of the 
court. And, unlike the Activision game, 
this is solely for two players. 

Begin on the slow levels and swing 
softly. After you get the hang of the 



game, you can then employ strategy and 
pace your shots. In the beginning, just 
returning the ball in this complex game is 
a major accomplishment. But, as you 
adjust, you can place your shots by tim- 
ing your swings. Late swings will send 
the ball to your player's right; early ones 
to the left; and, if you hit the ball on 
time, it will go straight. 

As in the Activision version, you 
employ actual tennis techniques. Rush 
the net and hit the ball far from where 
your opponent is waiting. 

True, this is a complicated tennis 
simulation, but it's truly an amazing 
video representation of the sport and 
well worth the time and effort needed for 
proficiency. 



SKIING 



ACTIVISION 
SKIING 

Activision Skiing is one of the best cart- 
ridges ever made for the Atari VCS, with 
graphics comparable to Intellivision 
U.S. Ski Team Skiing and, along with 
the less complex and more responsive 
Atari joystickes, a game that comes very 
close to emulating the joy of actually be- 
ing out there on the slopes. 

The game gives you a choice between 
a downhill course, where you must ne- 
gotiate the run's natural obstacles (trees 
and moguls) as quickly as possible to 
reach the bottom, or a slolem course, 






where you have to traverse a series of 
gates. There are 10 different game selec- 
tions here: five slolem, each increasing in 
difficulty, and five downhill, doing 
likewise. 

The idea, of course, in both slalom 
and downhill is to make it down the 
course as quickly as possible. Each time 
you hit an obstacle or gate, the skier falls 
and you lose time. The time is noted at 
the top of the screen, along with the 
meters left to cover. The a and b difficul- 
ty switches are utilized in the downhill 
course. On 0, you must jump moguls by 
pressing the red button and timing your 
jumps; on b you jump automatically. As 
in real skiing, speed depends upon how 
far downhill your skis are pointing, but 
it's best to temper speed with accuracy 
for your best limes. 

This is a marvelous game, which gives 
the joystick skier everything encoun- 
tered in real skiing except the cold, lift 
lines and thrill of risking life and limb. 



INTELLIVISION U.S. SKI 
TEAM SKIING 




Intellivision U.S. Ski Team Skiing also 
gives the armchair hotdogger a terrific 
video representation of the sport. It pro- 
vides components not found in the Acti- 
vision game; you can chose how steep 
the course will be plus another button 
lets you turn tighter. You can ski against 
as many as six other skiers here, and you 
receive the cheers of adoring fans when 
you finish a run. 

The object of this game is to finish the 
downhill or slalom course within the 
shortest time. In this game, both courses 
have gates to pass through but, in the 
slalom, the gates are closer together. You 
also get three heats in which to record 
your best time. At the end of each heat, 
the clock at the bottom displays your 
time. 

You control the skier with the disk, 
but you also have a jump button for 
moguls and an edge button for tighter 



turns. Speed and fluidity of motion are 
the keys to good times. Try to get your 
skier's ski tips pointing as far downhill as 
you can without losing control. Make 
your turns smoothly by familiarizing 
yourself with the course, using a light 
touch on the disk. Time your jumps 
carefully and make every gate, because 
you lose five seconds for each one you 
miss. 

This game employs excellent video re- 
presentations of white mountains, blue 
skies, colored gates and a realistic finish 
line. The sound effects, too, are superb. 
You can hear the swoosh of the skis as 
you traverse the course along with the 
thud of a fall and crack of collision with 
a tree. The disk controller takes some 
getting used to, but it is only as good as 
you are in the final analysis. 

BOWLING 

INTELLIVISION 
BOWLING 

With this effort, bowling fans are going 
to strike it rich since Mattel has spared 
no details in bringing some faithful ac- 
tion to the television screen. Offering a 
split image of the pins at top, along with 
a frame-by-frame score, there's a side 
view of the bowler and the need for a 
great deal of practice in mastering the 
lanes. For one to four players, the game 
begins with the selection of alley slick- 
ness, ball weight and left- or right- 
handed play. The hand-controlled key 
pad assists in this selection, leading up to 
the competition when the side buttons 
and disk take over. 

Briefly, the bowler onscreen stands at 
the base of the lane and the ball comes to 
him via a press of the disk. Then it's time 
to decide how you want to line up your 
bowler, who's controlled by the left-side 
buttons. At the right, the top button on 
the hand control is for adding loft to the 
ball at the point when it's released, while 
the lower button is for aiming your shot. 




A white cursor at the bottom of the 
screen will move once you press the but- 
ton. Your challenge is to line up the spot 
you think will be best, let go of the 
button and hope that you've timed it right 
in going after strikes or spares. Another 
consideration, however, is the type of ball 
you want to throw, whether it's a curve, 
back-up or any variation thereof. This is 
where the disk comes in, with different 
spots along the outer rim resulting in a 
very realistic array of options. 

The problem, if it is one, with Intelli- 
vision Bowling is that you'll need to 
practice in order to get used to the timing 
and placement of the bowler for a shot at 
getting high scores on a consistent basis. 
Besides regulation bowling, there's also 
the option of just shooting for spares, 
which can sharpen your aim. But don't 
think you're ready for the professional 
tour until you've gotten it down to a 
science. 




INTELLIVISION 
PGA GOLF 




Even though I've never played actual 
golf and feel viewing it on TV is an ex- 
cruciating endeavor akin to watching 
paint dry, I found myself hopelessly ad- 
dicted to this thoroughly enjoyable 
video re-creation. 

The nine-hole course is well-repre- 
sented, with fairways, yellow bunkers, 
dark green trees and blue water hazards. 
The controls are simple and functional 
(for a change): You select the club on the 
key pad, then line up the direction you 
wish to send the ball by directing the 
aiming bar surrounding it with your con- 
trol disk. Side buttons determine the 
length of your swing, long to short. 
Since the disk controller provides only 
16 directions, you can hook and slice by 
hitting the side button another time 
while you swing. Whether the ball 
hooks, slices or goes straight depends 

VIDEOGAMES 57 



upon when you hit the button. 

When negotiating a hole, remember 
the irons are more reliable than the 
woods, but the woods will send the ball 
farther. Always hit the buttons twice, or 
the computer will send the ball on an un- 
predictable trajectory. Don't send your 
ball when driving in the direction of 
trees, and take your time lining up the 
ball when putting. (This is a slow, relax- 
ing game, so don't rush!) 

The instruction booklet is loaded with 
additional tips, so experiment with the 
advice given; in any event you'll find 
that as you play this absorbing and col- 
orful game, your score will improve. I 
especially like the split-image screen, 
with golfers in the right corner. 



BOXING 



INTELLIVISION 
BOXING 

Intellivision Boxing is a challenging and 
complex game that requires a great deal 
of skill and a little bit of luck for any 
degree of proficiency. It does, however, 
boast that most laudable of video game 
qualities: difficult to master but easy to 
learn. You may get the hang of it but 
never the best of it. The choices you 
make at the onset of this two-player 
game are of paramount importance. 

Before the action begins, each player 
must choose the kind of boxer he wants. 
Six fighters are available: a defensive 
fighter, an offensive fighter, a fighter 
that has an equal balance of offense and 
defense, an endurance fighter and one 
whose best qualities are unpredictable. 
(After playing a while you'll soon dis- 
cover that you'll win most often with the 
endurance fighter.) The fight can last 1 5 
rounds, but with all the punching that 
goes on it rarely does. 

This game has exceptional color, 
sound and graphics plus a ringside view 
of the action. The attention to detail is 




terrific: The ring and fighters are color- 
ful and well-drawn, and the sound ef- 
fects accompanying the action are won- 
derfully realistic. I especially like the 
dramatic knockdown, where the figure 
on the receiving end falls to the canvas as 
his opponent raises his hands in victory, 
and the sound of chirping signifies the 
knockout. 

The controls take some getting used 
to, because you have to press so many 
different buttons and constantly flash 
your eyes from the controls to the 
screen. 

ACTIVISION 
BOXING 




Activision's Boxing is a good, rousing 
game in which you can either play 
against another opponent or the com- 
puter. Just like real boxing, it requires 
speed, strategy and stamina. You 
maneuver the boxers in eight directions 
with the joystick; punches are thrown by 
pressing the red fire button. The com- 
puter will always choose the proper hand 
for a particular punch, but when you 
hold down the button, you can throw 
combinations. 

However, unlike real boxing, each 
round is only two minutes long. With 
every long jab you connect with, you're 
awarded one point — two points when 
you connect from close in. If you score 
100 points in one round, you're awarded 
a knockout, signalled by a ringing bell 
and a KO flashing on the screen. As in 
real boxing, try to dish out more than 
you take. After a successful shot, back 
off and move around until you see an- 
other opening; your opponent will auto- 
matically back away when hit, so try to 
get him against the ropes where his 
maneuverability is limited. Then, you 
can go in for the kill using combinations 
of lefts and rights. When you're on the 
defensive try to get your opponent to hit 
your gloves, rather than your head: 
Split-second movement is the key to suc- 
cess. Unlike the Intellivision game, your 



vantage point is an overhead view of the 
action, but the sound effects are good in 
this action-packed game. 



HOCKEY 



INTELLIVISION 
N.H.L. HOCKEY 

Real-life hockey is a fast-moving, fast- 
paced, aggressive sport. For it to succeed 
as a video game, some of these traits 
must be captured by its electronic sur- 
rogates. Unfortunately, neither Mattel 
nor Activision has succeeded in 
performing this hat trick in a video 
game. 

Mattel Intellivision N.H.L. Hockey 
has colorful graphics that make quite an 
impressive show, including a sharply de- 
tailed, multicolored hockey rink. Just as 
in the real sport, a team consists of five 
men and a goalie, and there are penalties 
during play. All of this makes this game 
appear at first to be a realistic rendition 
of the sport, but it requires more luck 
than skill. 

To begin, the cartridge displays the 
entire rink at once, which can be a strain 
on the eyes considering all the details. At 
the very least, the game should be played 
on a high-resolution, large-screen TV. 
Since most of us can't afford sets like 
that, the game should have been de- 




signed with a scrolling screen, showing 
only that part of the field the puck is in. 
As far as actual play, scoring is extreme- 
ly difficult and frustrating. 

Not only is it very hard to maneuver 
the player with the puck, it's also tough 
to determine where the other players are 
heading. Passing is nearly impossible. If 
scoring wasn't hard enough considering 
these limitations, since the computer 
controls the goalie with machine-like 
precision and the net is very small com- 
pared to the goalie's size, there's very lit- 
tle chance you'll ever score big. And 
without scoring, there's very little gra- 



58 VIDEOGAMES 



tification— which is why we play sports 
at all. 

The sound effects for this game are 
marginal. Occasionally, you hear a shot 
that does sound like wood on rubber, 
but the fan applause at the beginning 
isn't heard during play. This game may 
appeal to the diehard hockey fan who 
doesn't mind viewing the action from 
the upper decks. 

ACTIVISION 
HOCKEY 

Activision Hockey is a simplified version 
of the game that's short on frills but long 
on action. You're in control of a two- 
man team of goalie and forward; you 
view the action from above and behind 
one of the goals. Although there's no 
video representation of a rink, the four 
players are very well-drawn and color- 
ful. Controlling your team is simple: on- 
ly one member at a time, depending 
upon puck location. When you're on the 
attack, your forward is controlled by 
your joystick; when you're on the 
defense, it manipulates your goalie. 

This game can be played alone against 
the computer or against another player. 
Although the graphics are austere, the 
action and sound effects are very au- 
thentic: You skate, check, steal and 
shoot with appropriate sounds of wood 
and metal against ice and the thud of the 
puck against the stick. Stick control of 
the puck is a skill that takes some prac- 
tice, as the puck automatically slides up 
and down your stick as you skate. When 
you press the red button and shoot, the 
puck travels based on stick position. 

The cartridge provides four games: 
two for playing against the computer, 
two for playing against another player. 
The differences among them are that 
games three and four are high-speed ver- 
sions of games one and two. 

This game is another well-conceived 
offering in Acti vision's highly successful 
series of spectator sports translated for 
the video-game arena. 




BASKET 
BALL 



INTELLIVISION N.B.A. 
BASKETBALL 

Intellivision's N.B.A. Basketball is an 
ingenious re-creation of the sport with 
excellent color, graphics and sound ef- 
fects. 

Teams are abbreviated to three men 
on a side, but the court is well-represent- 
ed with colorful lines and large, white 
backboards with netted baskets. The 
players, themselves, are wonderfully 
agile, as they dribble, block and shoot 
with amazing grace. This is a two-player 
game: You control the man with the ball, 
who turns a darker shade while the com- 
puter controls his teammates. The game 
can be played from one of four speeds; 
the authentic-looking court keeps score, 
time and even includes a 24-second 
clock. The game play (for the most part) 
is incredibly realistic: You can dribble, 



SCORE BOARD 




TIME LEFT IN QU 



Ji-SECONO CLOCK 



pass, set up screens, block and choose 
between taking set or jump shots. The 
one criticism I have with this almost- 
perfect game is that the colors of the con- 
trol players are overly similar, so it's 
hard to differentiate between the main 
defensive and offensive players. (In- 
tellivision should have made the dif- 
ference more distinct than having one 
player black and the other dark gray.) 
It's a good idea to begin play on the 
slower levels to familiarize yourself with 
the controls, but do try to move up to the 
pro-level quickly, since the action is 
nonstop and the play very exciting. 

An update of this game should consi- 
der the three-point shot, for, as in real 
basketball, the further you are from the 
basket, the less likely you are of making 
your shot. A. 



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VIDEOGAMES 59 



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Eight is Enough: 
A Selection of the Summer Games 



By Perry Greenberg 



From the standpoint of the home 
video game player who keeps more 
abreast of the games themselves rather 
than the financial reports in the papers, 
the industry looks as healthy as ever. 
Owners of the 2600 and 5200 will find 
games galore lining the shelves this sum- 
mer, while Intellivision owners will have 
still more voice-enhanced efforts com- 
ing their way. In addition, ColecoVision 
continues to astound its owners with 
play and graphics that a few years ago 
would have seemed impossible to attain 
in a home game. 

What all this means is that, despite the 
call of summer sports outdoors, game 
players can still find plenty of action in- 
side. Just pull up a chair and sit yourself 
by a tall glass of iced tea, open the win- 
dow a crack and get ready to be trans- 
ported — to Smurfland, a carrot patch 
or the garden where Centipedes breed 
aplenty. 

Venture (Coleco) 

Venture has been converted into two 
home versions by Coleco: one for the 
company's own system, the other for the 
Atari VCS. VIDEO GAMES reported 
on the VCS version in February's Soft 
Spot, and found it to be one of the best 
cartridges around for that system. The 
rendition for the more sophisticated 
ColecoVision is far superior graphically; 
however, not as responsive as the VCS to 
the joystick's command. 

Winky, the arrow-shooting hero of 
the game, has the job of venturing about 
a multi-screen playing field where he 
must retrieve treasures from monster- 
infested chambers. The player must 
guide Winky (who appears as a dot here) 
along a hallway connecting chambers, 
all the while avoiding contact with hall 




creatures. Guide Winky through the 
doorway of a chamber and a new screen 
emerges where Winky appears as a 
round, smiling, arrow-shooting being 
who must abscond with the chamber 
treasures while avoiding or shooting the 
different creatures guarding it. There is a 
limited amount of time to spend in any 
one chamber before an indestructible 
hall monster appears and makes a bee- 
line to Winky. Even though the game's 
graphics are more detailed on the Coleco 
version, Winky moves far less respon- 
sively here. In fact it's downright 
frustrating to make Winky move and 
shoot in the direction you want. 
Whether this was an intentional move to 
make the game more challenging or an 
inherent defect in the system, is up for 
debate. But, either way, you'll want to 
pull the hair out of your head for all the 
errant moves and wasted lives due to the 
lack of response. Still, Venture is a ter- 
rific game with more screens and villains 
to contend with than a half-dozen other 
games put together. So, with a bit of 
practice and a great deal of patience, 
Venture should serve you well. 

Some tips to get through the early 
stages of the game: In the first level, one 
of the chambers has movable, electrified 
walls protecting the treasure. The space 



you must squeeze through, between the 
harmless stationary wall and the elec- 
trified ones, is much larger on the top 
and bottom walls then the sides. 
Therefore, approach and exit via the top 
and botton walls. When entering the ser- 
pent room, always enter through the left 
door. If you enter through the door on 
the right you'll be right on top of the 
snakes and you won't have a chance. 
Also, if you're leaving a room and there 
is still a living monster to deal with, sta- 
tion yourself by an exit and wait until he 
comes in range. This way, even if a hall 
monster appears, you'll still have time to 
exit safely. 

Turmoil (20th Century Fox 
Video Games) 

Turmoil is an elementary shoot-em- 
up where eye/hand coordination is 
tested by moving a rapid-firing ship up 
and down a corridor in the center of the 
screen. Flanking the ship's corridor are 
rows through which a host of objects zip 
by. The object of the game is to rack up 
points by shooting anything that moves 
while avoiding fatal collisions. A varia- 
tion on the theme are tank-like objects 
that can be repelled when hit from the 
front and destroyed when hit from 
behind. In addition, pulsating, donut- 
shaped objects frequently appear and 
when they do, you can enter that row 
and dock with it for a bonus of 800 
points. But be quick! If you wait too 
long, it turns into a lightning fast projec- 
tile that will destroy your ship on con- 
tact. If you dally too long after docking, 
a slow but indestructible saucer appears 
in that row. You must exit the row 
before it gets inside, or your ship is 
doomed. 

There are nine levels of play, each one 

VIDEOGAMES 61 



tougher than the previous. You can start 
off on level one and progress to the 
tougher levels or you can program the 
game to start at any level with the select 
switch. There are no two-player modes. 

This game is a relentless test of con- 
stant but controlled movement, and 
rapid firing. You should dock with the 
pulsating object whenever possible and 
make a hasty retreat. It's aJso advisable 
to keep an eye on slow-moving objects 
since they are the ones you'll collide with 
most often as they conflict with the tem- 
po of this very fast-paced game. 

Turmoil has good, colorful graphics 
and lively sound effects. The rapid-fire 
feature works well and the collage of 
moving colors that surround the number 
indicating you're proceeding to the next 
round is a nice touch. But, all in all, this 
game is a monotonous and fatiguing test 
of reflexes. It's fast moving, for sure, 
but at this stage of the game most players 
will expect more from a cart than dodge- 
and-shoot and in Turmoil you don't get 
much more. 




Nexar (Spectravision) 

A 3-D variation of the dodge-and- 
shoot game made for the VCS, Nexar 
utilizes the joystick to control a cursor 
(representing your ship) all over the 
playing field. From the center of a vortex 
come saucers and beacons that attack 
you in a 3-D perspective. The player has 
five ships and 99 seconds in which to 
destroy all the beacons plus as many 
enemy ships as he can within that time 
frame. The amount of ships you have, as 
well as time elapse, and the number of 
beacons you must destroy, is shown on 
the bottom of the screen. If you fail to 
eliminate all the beacons noted at the 
bottom, you lose a ship. When you've 
exhausted your supply of ships, the 
game is over. 

No matter where your cursor is on the 
screen, your line of rapid fire is 
automatically directed to the center. 
Therefore, the best course of action is to 

62 VIDEOGAMES 



line up your cursor so your line of fire in- 
tercepts the greater percentage of enemy 
objects. It's best to fire from the peri- 
meter of the playing field since this will 
give you a better chance to dodge enemy 
craft and to avoid the deadly debris left 
after a successful kill. Go after the 




beacons since they're worth more points 
and failure to destroy enough of them in 
a round means the loss of a ship. 

Nexar is an elementary dodge-and- 
shoot game, with good colorful 3-D 
graphics, employing some interesting 
variations (among them a highly mobile 
firing cursor, a time element and, as in 
all Spectravision games, the ability to 
pause the action via the color/bw switch 
on the VCS). But, for the most part, the 
action is very repetitive. There are three 
game selections, but the first and third 
seem to be identical. This game would 
have benefited enormously with the ad- 
dition of a two-player variation. At least 
with the added incentive of head-to- 
head competition the game would lose 
some of its redundency. Nexar, at best, 
can pass for momentary diversion from 
heavier video game fare. It's an en- 
joyable light snack on the ever- 
expanding video game menu, but as a 
full course meal, it leaves you hungry for 
a great deal more. 

Smurf Rescue in Gargamel's 
Castle (Coleco) 

The ubiquitious, oppressively cute 
cartoon characters come to the home 
video game scene with such remarkable 
fidelity to its their Saturday morning 
origins you'll be asking yourself, "Is it 
Smurf or is it Coleco Vision?" But aside 
from the astounding graphics the game 
play is pretty good. 

Smurf Rescue is a Donkey Kong- 
derivitive in which you guide a joystick- 
controlled Smurf along a horizontal 
scrolling trail that eventually leads to 
Gargamel's evil castle, where you reach 
the kidnapped Smurfette and effect her 



rescue. As in most Coleco games there 
are four levels here. The action involves 
having your Smurf jump and duck over 
fences, hills, spiked grass and 
stalagmites. To jump you move the 
joystick forward; to duck move it back 
towards you. Unlike Donkey Kong you 
do not use the red button. The idea of the 
game is to time your jumps over sta- 
tionary obstacles to accumulate points; 
the small obstacles are worth 200 points; 
the larger ones, 300. You also encounter 
malevolent bats and crows. Making con- 
tact with either one of these evil creatures 
is fatal. They can be avoided by either 
jumping or ducking over them as they 
attack. If you 're really quick, move past 
them as they zero in. No points are 
awarded for successful evasions. 

Timing your jumps is the key, and 
since the objects are stationary the best 
place to jump is at a spot near the hurdle. 
For high jumps over 300-point obstacles 
jump twice. First jump in place then 
jump again. Invariably the second jump 
hurls you over the taller objects. Final- 
ly, when you arrive at the creepy castle, 
spiders will descend from webs on the 
wall. Avoid them by waiting until they 
touch the ground, then just hurdle over 
them. I've yet to lose a Smurf to a spider 
using this technique. 

Once you've successfully completed 
the journey you repeat it and attempt to 
increase your score. Completion, which 
is accomplished by reaching the cap- 
tured Smurfette, is worth an additional 
10,000 points. So the game goes until 
you run out of Smurfs. I would have 
preferred that the game move you to the 




next harder level when you've com- 
pleted an easy one, but you stay at the 
same level until you reprogram the car- 
tridge in the next game. 

Even if you are not a fan of these blue 
munchkins, Smurf Rescue is a challeng- 
ing and exciting game with superb 



graphics that complement the growing 
library of carts for this superb system. 

Gopher (U.S. Games) 

Gopher is a down-to-earth, 
monotonous little game with very cute 
cartoon-like graphics. The player con- 
trols a farmer who must protect his car- 
rot patch from ravenous, spiteful, crafty 




and taunting gophers bent on eating the 
three-carrot crop. The farmer, armed 
with a shovel, must close up the burrows 
the gophers dig which provide them with 
access to the carrots. The red button 
controls the farmer's shovel. Press down 
and the farmer pumps the shovel up and 
down sealing the burrow. If one of the 
larcenous rodents sticks his head up 
while the farmer's sealing the burrow 
bonk him for extra points. The game can 
be prolonged by catching seeds dropped 
by a duck that passes overhead from 
time to time and planting them in the 
spot where a stolen carrot stood and a 
new carrot will grow in its place. This 
VCS game is very difficult to score high 
on because the farmer doesn't move very 
fast and he has a great deal of gound to 
cover. The gophers are only vulnerable 
for a split second when they emerge 
from a completed burrow. They're un- 
touchable underground or once they 
leave the burrow and make a run for a 
carrot. It's best to seal every burrow 
completely. This will give you more time 
and a higher score since the gopher must 
start digging it from scratch. Protecting 
the carrots has priority over catching 
seeds. Don't go for a seed at the risk of 
a carrot. 

This game is awfully cute and may be 
ideal for young children. But for the 
serious video game player it's really a sil- 
ly game with very little going on except 
moving the farmer back and forth until 
the gophers ultimately consume the car- 
rots. In other words, kids may dig this 
game but the older set may not go for 
Gopher. 



Bomb Squad (Mattel) 

No one could ever accuse Intellivision 
of making games that are too simplistic 
in design and concept. In fact, it can take 
a good hour to figure out the cryptic in- 
struction book for the latest addition to 
its line of talking games. Bomb Squad 
isn't for the conventional, inveterate 
video game player. This isn't one of 
those games you plug in and you're off 
and running. This is a thoughtful, in- 
genious game for only the most patient 
and meticulous of players. 

Boris, a terrorist of obvious origins, 
has planted a bomb that will soon go off 
leveling the city. It's up to you and 
Frank, the bomb defuse expert, to 
neutralize it before you and the city are 
just a fond memory. Frank, the com- 
puter voice, who being smart enough to 
know how to defuse the thing, also has 
the good sense to be a safe distance 
away, so it's up to you to follow his in- 
structions in this multi-screen game. 
You're given a time limit in which to 
complete the job, which consists of 
replacing components of various circuit 
boards with an assortment of video 
tools, that reveal portions of a numbered 
code. When enough segments of the 
code are visible, you have the option of 
guessing the number. A correct guess 
will foil Boris and the screen depicting 
the city will flash on with fireworks 
erupting in the sky. A wrong guess, or 
failure to do so within the alloted time, 
will result in a view of the crumbling city 
accompanied by an explosion. 




This game may be a great training ex- 
ercise for anyone planning to go into this 
line of work, but it's downright tedious 
and laborious to go through all this work 
to defuse an imaginary bomb. Frank's 
voice is astonishingly clear and he does 
get emotional, lifting your spirits with 
congratulatory intonations when you've 
successfully replaced a component. This 



game deserves high marks for sophis- 
tication of play, graphics and sound, 
even though you do begin to get annoyed 
by the incessant ticking of the bomb and 
Boris' goading. But defusing bombs, 
imaginary or otherwise, may not be 
everyone's idea of a good time. 

Space Spartans (Mattel) 

A first-person Star Raiders-type 
game, Space Spartans has the added 
component of being able to talk to the 
player. Unlike Odyssey's voice- 
enhanced games, where the computer's 




speech is merely ornamental, Mattel's 
voice enhancement is an integral part of 
play. 

In this game the action is principally 
the same as in other first-person space- 
war games. You have to protect your 
space stations from alien attack in dif- 
ferent parts of the galaxy represented on 
a grid map. Once you've decided which 
area of the map you'll battle in, you 
warp there and begin the conflict. The 
difference here is that you no longer 
have to read the cryptic notations at the 
bottom of your screen, as you do in Star 
Raiders, to determine the condition of 
your ship. Computer voices that speak 
with incredible clarity are at your 
disposal reporting the condition of your 
ship and warning you of attack on sta- 
tions in other parts of the galaxy. You 
can effect repairs while doing battle or, 
to expedite major mending, warp back 
to one of your space stations. Continu- 
ing to battle in damaged condition can 
result in the loss of your ship and the end 
of the game, which is noted by your 
computer's voice saying forlornly "The 
battle is over." 

This game is without a doubt the most 
sophisticated space game I've ever 
played. My major gripe is that the battle 
is very slow. Your ship isn't very 
maneuverable and it's difficult and 
frustrating to dodge enemy fire. You 
can't help but admire the sophistication 

VIDEOGAMES 63 



of Space Spartans, but, for a rousing 
first-person space battle, it's par-sees 
behind my favorite of this genre, Star 
Voyager by Imagic. 

Centipede (Atari) 

Atari's Centipede for the 5200 is a 
remarkable achievement. The graphics 
are superb and all the characters and 
game variations that make the arcade 
game such a thrill (spiders, scorpions, 
poison mushrooms and fleas) are here in 
faithful rendering. Since the arcade ver- 



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sion employs a screen that is taller than it 
is wide the game play is impeded on nor- 
mal television screens that have the op- 
posite configuration. On a 25-inch 
screen this distortion is compensated by 
the size of the set, but on smaller home 
sets the differences become apparent. 
Because the action involves a host of an- 
tagonists descending from above, the 
distances between you and your foes 
decrease appreciably. The fleas, for in- 
stance, drop like lead balloons and it's 
almost impossible to get off two shots to 
destroy them. In fact your best defense is 
to dodge them. The joystick controllers 
which do not spring back to center and 
are equipped with an uncomfortable fire 
button make it much harder to line up 
your targets than with the trackball, 
especially when going after spiders. 

With spiders the difference 1 
distances is very conspicous, since the 
score for a spider kill depends on the 
distance from your shooter. A 300-point 
kill would be about where a 600-point 
kill is on the arcade version, a 600-point 
kill would be about where a 900-point 
kill is on the arcade game, and a 
900-point kill on this home version is 
quite a feat since the distance between 
you and the spider at that point can't be 
seen with the naked eye. 



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The same strategies that are applied to 
the arcade version should be applied 
here. Keep your shooter low and in the 
center of the screen. Don't chase spiders, 
but try to destroy them as they leap up. 
Always aim for the head of the Cen- 
tipede and try making narrow corridors 
of the mushrooms where you can trap 
the creature and finish off all the 
segments in rapid succession. Also, clear 
out the mushrooms on the bottom 
because they become lethal impediments 
when battling the Centipede in this 
critical zone. 

These techniques are easier said than 
done with the cumbersome joystick, and 
your scores on the home version pro- 
bably will be a fraction of what they are 
on the arcade game. But, take heart. The 
Atari trackball is on the way and for the 
day when there's a projection TV in 
every home, Centipede will soon surpass 
the arcade version. In fact, there are 
features of the home version that are not 
found in the arcade game, such as paus- 
ing the action and a choice between 
hard, easy and standard play. As in the 
arcade Centipede there are one- and 
two-player modes to choose from. ▲ 




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64 VIDEOGAMES 



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August '82— Premiere Itsue! 
Interview: Nolan Bushnell; features on Pac- 
Man. Activision and home computers; reviews 
of Atari VCS, Odyssey* and A.O.E , Dr. Video 
discusses video game therapy; Special section; 
Beating the Coin-ops. 




October '82 

Interview: Tim Skelly; features on Coleco and 
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Sampling the Newest Arcade Games 



As the months pass, the one thing 
that seems apparent is that the 
coin-op industry is still in a state of flux 
and transition. With no clear-cut win- 
ners ruling the roost, although the strong 
showings of Pole Position, Q*Bert, 
Time Pilot, Millipede and even the 
pin/vid Baby Pac-Man have seemingly 
proved their popularity and appeal since 
their introduction in the late fall, the 
prevailing mood continues to indicate 
that almost anything goes— and usually 
will, if a manufacturer thinks there's a 
market for it. 

Interestingly, the major develop- 



By John Holmstrom 

ments, which ordinarily occur during 
the course of a year, have begun to 
solidify around two conventions that 
serve as showcases for new endeavors 
and trial efforts. Long the standard of 
the industry has been the fall/winter 
AMOA (Amusement & Music Oper- 
ators Association) extravaganza staged 
annually in Chicago. A recent addition 
to the scene has been the AOE (Amuse- 
ment Operators Expo), which in four 
short years has established itself as a 
spring time display of coin-op wares, 
where the unexpected has become the 
expected. 



Atari's 



<fTTTffl 



Drawing games will never replace 
shooting games but they might better en- 
dure. Aside from home cartridges offer- 
ing electronic doodling, Taito's Qix was 
the first drawing video, relying on an 
etch-a-sketch concept and some in- 
teresting game-play concepts. Now 
comes Atari's Quantum, which is a little 
more ambitious, but not nearly as in- 
teresting. 

Incorporating the company's now 
classic trackball to control an electronic 
probe, Quantum features five levels of 
difficulty ( 1 , 3, 5, 7 or 9) to choose from. 
Once the game begins, players have to 
circle a variety of geometric shapes on 
the screen worth anywhere from 20 to 
400 points without coming into contact 




This time around should prove no ex- 
ception, and next issue we'll be giving 
you a closer look at the highlights and 
machines to keep an eye out for in the 
coming months. Until then, there re- 
mains some interesting games that have 
made their appearance in recent weeks 
and might be the leaders before summer 
runs its course. Together they provide a 
mixed bag of designs and themes, while 
separately, they offer some clues as to 
the possible directions of their given 
companies. But it will ultimately be you, 
the players, who will decide their fates in 
the game rooms and arcades. 



with any of them. Extra point values are 
awarded if more than one object is 
circled at the same time and bonuses are 
awarded in a manner similar to 
Tempest, which this game most closely 
approximates in "feel." 

A "nuclear" atmosphere is injected 
into the subatomic world since the 
shapes include a Nucleus, triangular 
Photons. Electrons, self-dividing split- 
ters, Positrons, diamond-shaped 
Triphons and Pulsars. As the game pro- 
gresses, the numbers of nuclei, bonds 
and enemies increase, along with the 
speed of all the objects in general. 

Although it's a true test of trackball 
skill. Quantum is not much else. There's 
just not enough to hold a casual game- 
player's interest unless circling little 
shapes is the challenge one is looking for 
from video today. The graphics are dull, 
and the sound effects are mediocre. 
Given the quality of some of Atari's 
other games, Quantum will probably get 
lost in the crowd— deservedly so. 



66 VIDEO GAMES 




Owing a debt to Dig Dug and Donkey 
Kong, Bagman relies on a player's 
greed, cunning and trickery to win. 
From Stern, via a license with S.A. 
Valadon Automation of France, you 
play an escaped convict traveling 
through a maze of underground tunnels, 
mineshafts and railroad tracks, carrying 
bags of gold up to your wheelbarrow 
while avoiding two guards. There's a 
joystick and action button which enable 
you to control the convict and pick up a 
gold bag, drop it on a guard's head, use a 
pick-axe to dig a hole in the ground or to 
knock out a guard, grab a ceiling beam 
to avoid detection by the guards or jump 
into a coal-car and get a free ride, as well 





Photo by Petiy Greenberg 



as to move the wheelbarrow. That's a lot 
of action, and the number of play op- 
tions makes the game a test of skill and 
brains, rather than reflexes and 
peripheral vision. 

There are several variables to 
Bagman, with the playing area divided 
into three separate screens, so that when 
you exit one of them stage left, you'll in- 
stantly appear at the adjacent screen 
stage right. This must have been a big 
laugh for the game's designer, especially 
when unsuspecting players leave the sec- 
ond screen on the right side, blindly 
enter the third screen and fall down a 
mineshaft to their death. 

Besides always being aware of where 
you are in the scheme of things, there's a 
bonus timer to contend with . It starts out 
at 4,000 points and quickly counts 
down. Every time the Bagman deposits a 
gold bag into the wheelbarrow, it returns 
to 4,000 points, but let it reach and 
you're dead. The bags are quite heavy, 
so when the Bagman carries one, his 
speed is decreased, making it easier for 





• . V .. 








1 1MI5 

V"-" 


1 fHF 




H ^ 









the guards to catch up (which they do 
remarkably well). There's also a bonus 
bag locked up in a cave in the second 
screen which is twice as heavy as the 
others and, therefore, twice as much 
trouble to drag to the wheelbarrow, but 
it's definitely worth the trouble as long 
as the bonus timer is as close to 4,000 as 
you can get it. 

Stern's Bagman is a maddeningly ad- 
dictive game that contains enough 
humor and a strange enough premise to 
attract an audience. It's also a simple 
enough challenge to trick you into play- 
ing it one more time, because you're sure 
you can "beat" it. There are some pro- 
blems, however, beginning with the 
joystick that's a little difficult to 
maneuver. The game's slow, deliberate 
pace can also be frustrating. Finally, the 
action button will work only if you're ex- 
actly in the right place and, if you leave a 
pick-axe below a ceiling beam, beware! 
If you push the button to grab the ceiling 
beam and avoid an oncoming coal-car, 
the stupid Bagman will grab the pick-axe 
instead, and get crushed by the car. The 
pick will knock out only one guard, then 
disappear, so if you're being chased by 
both of them at once, forget it (unless 
you use the pick-axe while driving in a 
coal-car, which will dispatch both of 
them to destinations unknown). All in 
all, control problems aside, Bagman's a 
fun game that's involving and cerebral. 
There's even a comic strip on the cabinet 
explaining the action in a simple and ef- 
fective manner. 



VIDEOGAMES 67 



Rock Ola's 



KlUMIftl 



Here's a model from Rock-Ola, long 
known for their jukeboxes and an en- 
trant into video within the past two 
years, you might have missed in the re- 
cent flood of sequel games. Nibbler is 
simple and so basic it's almost a puzzle 
instead of a video game. However, it's 
also an interesting variation because of 
the minimalist approach to its typical 
maze-theme design. Although it looks 
like an easy game to play, only the con- 
trols are simple. A directional joystick 
guides a snake through various mazes. 
The snake has to pick up, or nibble, little 
pieces of "food" along the way to com- 
plete the maze. The real challenge comes 
into play as the snake grows longer for 



every inch it travels. If the snake runs in- 
to itself, it crashes and you start again. 

Nibbler adds into play the element of 
time and if you complete the maze 
before the clock runs down, you're 
awarded a bonus. If not, you lose a ? 
snake. The slimy reptile is a slippery little f 
devil, too. It slides right around coraei 
so you have to think ahead. Even when 
you know the patterns that will solve the 
different mazes, you must think quickly 
and execute perfectly in order to keep the 
game going. 

Nibbler reminds me of the video 
games that populated the arcades a few 
years ago. It doesn't rely on flashy 
graphics, an established video game 




superstar or a character from another 
medium, just an interesting idea. And if 
you're looking for a departure from 
more conventional maze games, Nibbler 
might just be worth the two bits. 



Sega 's 



-STAR TR€I<^ 



With a major promotional campaign 
heralding its release, this isn't just a mere 
video game, but is being billed as a 
"Strategic Operations Simulator." As 
Scotty says, in his familiar brogue before 
the play begins, "You are the captain of 
the Starship Enterprise." There's also 
the Star Trek theme which booms out, 
and Spock saying, "Welcome aboard, 
Captain." Once the sound show is over, 
you're plunged into space against the 
fierce Klingons. Your job is to defend 
Starbases from their attack, and suc- 
cessfully pilot the Enterprise through 
more and more difficult and hostile sec- 
tors of the galaxy. 

The screen is divided into three parts 
with the upper left-hand portion con- 
taining a supplies readout, so at a glance 
you can see how many shields, photon 
torpedoes and the amount of warp 
power you have left. The upper right- 
hand board is the main scanner screen 
providing a bird's eye view of the Enter- 
prise, enemy positions and the location 
of the Starbases. Below is the Forward 
Targeting Scanner, which shows off a 




striking vector graphic of the aliens 
you're blowing up or the Starbases 
you're docking with from a first person 
perspective. 

There are five controls which need to 
be mastered, including a knob (similar to 
the one on Tempest) for directing the 
course of the ship, a fire button (which 
shoots limited range phasers), a thrust 
button for forward motion at slow 
speed, a photon button that fires 
torpedoes capable of wiping out large 
portions of the galaxy and a warp button 
that allows forward motion at super- 
speed. The photon and warp buttons are 
placed at an awkward position which 
may take some time to get used to, but 




aside from that the game works well. In 
fact, it's one of the best vector games in 
years, as well as a successful simulation 



68 VIDEOGAMES 



Before you drop in your first quarter, 
the quality of this game will be apparent. 
The cabinet is wider than average and 
the screen, protected by a thick pane of 
glass, is placed at an angle that affords 
players a better view of the action. 
Meanwhile, if you've ever had to deal 
with the glare of overhead lights at your 
favorite games rooms, here's a model 
where the top of the cabinet has been 
built in such a way that you'll never have 
to worry about catching all the action on 
screen. And if these touches weren't 
enough to at least get your attention, the 
game play of Xevious will. A very classy 
science- fiction shooting game on the 



of the powers and perils of piloting the 
Enterprise against the Klingon Empire. 
The only thing missing is Scotty scream- 
ing "I tell ya, captain, she just carina do 
it!" and Spock musing "Highly il- 
logical" when you do something stupid. 

With only one ship to command — if it 
gets blown up that's the game— Star 
Trek, at first, might seem to be a ripoff, 
but it isn't. You're given a number of 
shields and photons to begin with 
(depending on the generosity of your 
local game room operator) and the op- 
portunity to pick up more by docking 
with a Starbase. When your ship is hit, 
you lose a shield instead of a ship. Once 
you're out of shields, the Klingons use 
up your photons, and finally go to work 
on your warp power. Run out of sup- 
plies and power and the simulation is 
complete. 

There are six different enemies, in- 
cluding red, purple and white Klingon 
ships, blue anti-matter saucers and the 
tricky yellow Nomad during special 
rounds, which plants dangerous space 
mines. Together, each enemy attacks 
different functions of the Enterprise in a 
dangerous space battle that can take you 
through 40 different simulation levels 
and a game that looks like it might be 
one of the season's big hits. 




order of Defender, Galaga, Robotron, 
Space Invaders and Asteroids, it breaks 
new ground while providing a very 
familiar theme and set-up. 

Another licensed effort from Namco, 
Atari has seemingly struck it right with 
this relationship, given the fact that 
Xevious follows on the heels of that 
runaway success, Pole Position. And 
this time around the graphics are just as 
strong. Your ship, called a Solvalou, 
flies over a very realistic landscape, 
shooting flying aliens with a zapper but- 
ton and bombing ground enemies with a 
blaster button that's enhanced by the 
visual addition of target crosshairs a few 
inches in front of your ship. There are 14 
different sky enemies (with odd names 
such as Brag Zakato, Terrazi and Giddo 
Spario) and 1 1 different ground targets 
(with even stranger names, including 
Garu Barra, Domogram rover and Boza 
Logram), most of which are capable of 
returning fire. The smaller airships seem 
to be made out of glass, shattering when 
you blow them up and breaking into tiny 
crystals. As for the ground targets, they 
explode in a fiery inferno when 
destroyed, leaving smoldering craters 
behind. The Barola are indestructible 
resistor shields which rotate toward your 
ship and can destroy it on impact. A 
sight to behold, everything is drawn in a 




very realistic style, with close attention 
paid to small details. 

The scoring ranges from 30 points for 
a Toroid ship to 5,000 points for the An- 
dora Genesis— the mother ship, which is 
the single most spectacular spaceship 
I've ever seen in a video game. The con- 
trols are excellent, with the joystick be- 
ing very responsive in maneuvering the 
Solvalou over most of the screen. The 
speed of the game isn't outrageously un- 
comfortable and the unlimited zapper 
and blaster weaponry allow for a con- 
tinuous and steady stream of simultane- 
ous rapid fire. When your ship does get 
blown up, you start over again at ap- 
proximately the same place you left off, 
so you can learn from your last mistake. 
There are five levels of difficulty the 
operator can choose for his machine 
which unleash different waves of alien 
enemies at strategic parts of the game. 
But not to worry: You'll get your 
money's worth from playing Atari's 
Xevious no matter what the setting is. 



VIDEOGAMES 69 



Bally/Midway's 



pp<iw**n"iwj 




At last, a driving game for sadistic 
maniacs who enjoy smashing into other 
cars! Let's face it, there's a great number 
of driving game enthusiasts who get a 
secret thrill when their car smashes into 
another vehicle. It's the same in real life. 
The popularity of The Dukes of Haz- 
zard, Demolition Derbies and amuse- 
ment park bumper car rides proves that. 
They all rely on our desire for some anar- 
chy in the most restricted part of our 
lives — driving. Driving real cars is fun, 
but there are speed limits, stop lights, 
police cars and a zillion signs telling us 
what to do. 

Although it doesn't offer the realistic 
driving perspective of Turbo or Pole Po- 
sition, Bally/ Midway's Bump'n'Jump 
(a licensed follow-up to Burger Time 



from Data East) offers the vicarious 
thrills of just such a driving fantasy. Not 
only can your car push fellow drivers in- 
to the side of the road to their doom, it 



<& 




WOO C30O OOOO 

SIR 



0200 




can also jump over them or any other 
trouble spot. Your car follows a road 
pattern that's occasionally interrupted 
by waterways. You then whip through a 
grueling, punishing race, trying to bump 
as many cars as possible without getting 
clobbered yourself. A joystick controls 
the speed and direction of the car, and a 
jump button enables your car to jump 
over, land on and explode other cars. 
For some visual feedback, a "Jump 



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70 VIDEOGAMES 




O.K." sign flashes in the upper right- 
hand corner of the screen when your car 
is traveling the 100 m.p.h. it needs to be 
racing at in order to jump. A signal 
flashes before you approach one of the 
waterways warning you to prepare to 
jump. The other cars are worth between 
200 and 500 points when they're 
destroyed and, at the end of a road pat- 
tern, you collect an additional bonus for 
each car you've smashed up. 

Although the concept of Bump 'n' 
Jump is interesting, the game itself isn't. 
Even with an 8-way joystick, the bump- 
ing action is hard to control, and the 
"Jump O.K." sign is difficult to see 
while you're driving. As for the road- 
ways with its array of rocks, oil spills, 
rivers, lakes, barriers and other cars, it's 
not all that interesting— although there 
is a nice, if not impossible, touch added 
to Bump'n'Jump, whereby if you can 
get through the course while avoiding 
contact with all the other cars, there's a 
50,000 point bonus. But even with the 
incentive, it just doesn't compare with 
plowing into the other cars. 



Arcade Watch 

As the industry braces for a conven- 
tion which will provide more tangible 
evidence of design directions most of the 
current news surrounds the upcoming 
introduction of video disc games with at 
least four manufacturers ready to com- 
mit themselves to production before the 
last rays of summer sun fade from view. 
Also on the horizon is a continued em- 
phasis on expanding the current range of 
"standard" video game graphics and 
play action, while attention is also being 
paid to other concepts updating older ar- 
cade attractions such as rifle games and 
other novelty equipment, including a 
renewed effort to establish pinball 
machines and derivatives for today's ar- 
cade player. 

As for some of the newest models just 
hitting the streets, which VG will be 
covering in greater depth by next issue, 
come Mad Planets from Gottlieb, 
Wacko! from Bally, Sinistar from 
Williams, Munch Mobile by Centuri. 
Atari's Food Fight and many, many 
more ensured to bring hot fun in the 
summertime. A 








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VIDEOGAMES 7 




Q* bert Makes the Jump Over to Pinball 



By Zelmo 



Long recognized for its accomplish- 
ments in pinball design and 
development, Gottlieb has enjoyed 
substantial success of late with Q*bert, 
an outstanding video game. But this 
hasn't diminished the company's belief 
in the viability of pinball machines. In 
fact, recent efforts have been marked by 
some unique playfield and flipper con- 
figurations. There was Rocky, with its 
one-two punch, double-flipper action; 
and the outlane flipper, multi-level 
playfield Spirit that hit the arcades over 
the past year. Add to these Punk and 
Striker, featuring some innovative, 
multi-ball play and unconventional flip- 
per action, and it's apparent Gottlieb is 
more than willing to continue its search 
for flipper-game designs that will appeal 
to today's players. Q*bert's Quest is no 
exception to this rule. This game reprises 
the cast of zany video characters in a 
game with a figure-eight playfield layout 
and a novel setup of lower flippers. 

Borrowing heavily on the theme of the 
original video game, this variation 
centers around lighting up that familiar 
pyramid; only now, players must hit 
cube targets (two sets of two) or go down 
a lit pyramid roll-over lane. When this is 
accomplished, a 20,000 point out-hole 
bonus is added, which can build up to 
100,000 points with the completion of 
five pyramids. At this stage there's also 
the opportunity to earn a special when 
the sixth pyramid is finished off. 

However, it's not as if obstacles aren't 
in your way, since Q*bert's Quest also 
features a trio of villains (Ugg, Wrong 
Way and Coily) who advance, one at a 
time, in seven steps to steal cubes from 
the pyramid. Hitting the target in front 
of them, or one of six stationary targets 
in the center of the playfield, will push 
these adversaries back one step. In order 
to gain an extra ball, all three have to be 
stopped, which occurs by either hitting 
their target as the first step in advancing, 

72 VIDEOGAMES 




or by completing a long loop shot from 
the bottom flippers. 

Play begins with the ball entering an 
enclosed area on the upper right side of 
the game which contains a free-standing 
roll-over lane that can result in lighting 
the entire pyramid if it's made off the 
plunger. Below are two more roll-over 
lanes which, when lit, will light one 
block in the pyramid that's at the center 
of the playfield. After traveling this far, 
the ball will then roll down to a kicker 
where it is thrust out into the main part 
of the board. From this point it's just a 
matter of timing shots and getting into 
the rhythm of play. 

Q*bert's Quest offers a number of 
key areas, accessible from either flipper, 
with a nice, long shot right up the middle 
to the very top of the board and a target 
which, when hit, will stop a villain in his 
tracks. On either side are medium-range 
targets with the left featuring a captive 
ball and a continuation sequence via a 
kicker that shoots out the ball over to the 
right side. The right incorporates a 
kicker that serves as the entry of the ball 
when it is initially put into play. The 
satisfaction for wizard and novice alike 
is that these areas can be reached from 
left to right or right to left as well as 
wonderful reverses from either flipper. 

Where the play really gets interesting 



is at the bottom of the field with the ad- 
dition of two extra flippers, facing 
downward and at opposite angles than is 
normally the case. These are for the 
yellow loop lane shots mentioned 
earlier, where an accurate hit can mean 
sending the ball on a journey that alm< »si 
traverses the entire board. There's 
of skill involved with mastering the 
trol of the four flippers at any given t imc 
and the fact that a ball in the area might 
roll to the top set of the bottom pair 
depending upon a well-placed nudge 
and the velocity of the ball. 

Although Q* bert's Quest might seem 
a bit confusing at first glance, with the 
cross-over flippers and need to press the 
appropriate side buttons, much of the 
action is truly controlled by the game 
itself, with the side kickers doing most of 
the work. Even with the balance of 
features from the top on down, there's 
the potential problem of never feeling in 
tempo with the play — waiting for the 
ball to get down to the flippers, only to 
then quickly shoot it back up. All in ill 
it's not the best of games but it's far from 
the worst. The company's obvious in 
tent is to try and capitalize on the 
popularity and recognizability of the 
video game. Well, that's where the 
similarity ends as Q* bert's Quest leaves 
one only mildly satisfied and wanting 
still more from a pinball machine. A 

Editor's Note: 

This new member of the VIDEO G AMI S 
family has been involved with the com op 
industry for more than 20 years and is ttW 
very active. Because we wanted to ensvn 
that what this individual writes would be 01 
hard-hitting and honest as possible (no mai- 
ler which manufacturer might be respond 
ble) VG is providing total freedom am 
anonymity so as not to jeopardize this i - to 
tributor's sensitive position in the industry. 
Because of this, we have agreed to use the 
pseudonym "Zelmo. " 




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VIDEOGAMES 73 



Hosting a Home Video Game Tournament 



What can you do when it's raining 
buckets outside and there's 
nothing good on television? Simple. 
Have a home game tournament. No 
matter what system you own, you can 
have loads of fun and make money at the 
same time. Here's how: 

Step one is to buy some prizes. It 
won't be hard to find small items related 
to video games such as "how-to-play" 
paperbacks, Pac-Man pencils, note- 
books, score pads, candy bars, etc. 

Step two is to choose a game for your 
tournament. If you find one that is simi- 
lar to an arcade game, later on the top 
winners can compete on a full-size game 
at a local arcade. It doesn't have to be the 
exact game. For example, you could 
substitute Apollo's Shark Attack for 
Atari's Pac-Man; Intellivision's Space 
Armada or Imagic's Demon Attack for 
Space Invaders. You might want to try 
out some of the latest home games such 
as Ms. Pac-Man or Donkey Kong, Jr. 

Step three is to decide on refreshments 
— cookies, candy, popcorn, punch are 
fine. Hint: Beg your mom to make Pac- 
Man sugar cookies or do it yourself. 
They're simple to make. To keep things 
running smoothly on tournament day, 
it's a good idea to bake them the day 
before. 

Here's the recipe my mom likes best. 
It's from Wilton, the company that 
makes cake decorating products. 

Vanilla Sugar Cookies 

Vi cup butter or margarine 
Vi cup sugar 
2 eggs 

1 teaspoon vanilla 

2 teaspoons baking powder 
2 •' .i cups flour 

Preheat oven to 400° 

In a large bowl, blend butter and sugar with an 
electric mixer. Beat in eggs and vanilla. Add bak- 
ing powder and flour one cup at a time, mixing 
after each addition. The dough will be very stiff. 
It may be necessary to blend the last cup of flour 
by hand. DO NOT CHILL DOUGH. 

Baking Instructions: Divide dough into two 
balls. On a floured surface, roll each ball into a 
circle approximately 12" in diameter. Dough 

74 VIDEOGAMES 



By Rawson L. Stovall 




should be 1/8" thick. Dip cookie cutters in flour 
before each use. Pick up dough from around cut 
cookies. Place cookies onto ungreased cookie 
sheet with a spatula dipped in flour. 

Bake on top rack of oven for 6-7 minutes until 
cookies are light brown. Remove cookies from 
sheet immediately after taking from oven. Makes 
approximately 20 cookies. 

My mom dips the cookie cutters in 
powdered sugar and she rolls the dough 
out on a powdered sugar surface. She 
also uses her shiniest cookie sheets which 
helps the cookies bake evenly. 

If you want to color the cookies 
yellow for Pac-Man, put food dye in the 
cookie mixture while it is still creamy. Or 
you can frost the cookies after they're 
baked with icing. Use a round cookie 
cutter to make circle shapes out of the 
rolled-out dough. Then cut slices (like 
you would see in a pie or pizza) out of 
each circle. 

Put them in the oven and after they're 
done make an eye out of a raisin, or add 
lashes and a bow made of icing for Ms. 
Pac, and— yum, yum! Come to think of 



it, you had best make up two batches so 
that you'll have some left for your 
tournament. 

If you're playing a Frogger tourna 
ment, you might want to use a frog- 
shaped cookie cutter; or use stars for a 
space game, decorate gingerbread 
for Berzerk— let your imagination run 
wild! 

Step four is to make a list of exrx 
such as the cost for the prizes, refresh 
ments, game rental (if you rent the cai 
tridge) and last— but not least— \ 
time. Charge the kids an admission fee, 
enough to cover your expenses and to 
make some money for yourself. For a 
ample, say your expenses add up to 
$7.50 and you invite seven kids. Make 
the admission fee $1.50 and, after i 
ing your expenses, you make $3.<*i 
Goodbye lemonade stand! 

Step five is to invite the kids. Be sure 
to tell them to bring the admission lee! 

Step six is to make a sign listing all I he 
rules and post it. You don't want yom 



tournament turning into a riot! How- 
ever, you can add a touch of humor to 
your sign. Mine read: 

NO 

1 . Food, drinks or gum in play area 
(the living room) 

2. Coaching 

3. Misbehaving 

4. Profanity 
OR 

Talking during tournament. 

Violators will be . . . beaten, shot, stabbed 
and trambled on . . . survivors will be sent 
home! 

Step seven is greeting the kids, ex- 
plaining the rules and giving each one a 
five-minute practice time. You don't 
have to wait for everyone to get there to 
start the practice session. The most im- 
portant thing is that everyone has the 
same amount of time. Set a timer to 
make it fair. The practice session for 
eight kids will take about an hour. 

Step eight is the intermission/refresh- 
ment break. Everyone flexes his or her 
muscles, relaxes, eats, drinks and other- 
wise prepares for the real thing. During 
this time have each kid draw a number to 
determine the order of play in the tour- 
nament. 

Step nine is the tournament play dur- 
ing which everyone takes a turn on the 
game. Be sure to record scores. If kids tie 
on a score, have them play a second 
game. The tournament play should last 
about an hour. 

Step 10 is to award the prizes. To 
make it simple, the kid who comes in 
first picks first and so on down the line. I 
usually have two top prizes and then dif- 
ferent types of candy bars for the other 
prizes. At my last tournament everyone 
won something. 

Step 11 is to send everyone home as 
quickly as you can before your mom 
loses her cool and to clean up any 
messes. You want your mom to be in a 
good mood so that she'll let you have 
another tournament sometime soon. 

Now, what can you do when the 
weather's miserable and there's nothing 
good on television? Right. Have a home 
video game tournament. But you say 
you don't have a game system? Then, on 
this day make a list of all the things you 
can do to earn money to buy one— rake 
leaves, gather and sell pecans (that's 
what I did), baby-sit, collect aluminum 
cans, etc. 

Let me know how your tournament 
turns out. Write The Video Beat, 
Abilene Reporter-News, P.O. Box 30, 
Abilene, TX 79604. A 




The New Contender 



By David Leibowitz 



Before there were video games, there 
were electronic games. While many, 
if not most, were primitive by today's 
standards, nevertheless they represented 
a radical change in game play. One of the 
acknowledged leaders in the field was 
Milton Bradley, creator of Simon, 
Electronic Battleship and Dark Tower. 
The company, whose reputation at the 
time was that of a stodgy manufacturer 
of board games and puzzles, had been 
largely overlooked by Wall Street. But, 
as sales and earnings started expanding, 
in a three-year period Bradley shares 
soared 350 percent, peaking at 50 Vi in 
1980 as sales rose 120 percent and earn- 
ings advanced 130 percent. One other 
measure of the stock's popularity was 
that institutional investors purchased 
more than half the shares outstanding. 
Yet, this very success was in large 
measure responsible for the company's 
equally fast fall from grace. The Pong 
games had laid the foundation for the 
first home game systems, such as Odys- 
sey and the Atari 2600, and Bradley was 
not keeping pace. Not that it lacked the 
technology (a picture in its 1979 Annual 
Report shows a company employee at a 
television console playing a game); ra- 
ther, management chose to stay with 
self-contained units at a time when the 
consumer was showing a clear pref- 
erence for programmable video games. 
The result was to be expected. Sales and 
earnings declined and Milton Bradley's 
stock price dropped precipitously, 
touching a low of W/i in early 1982. 

But to paraphrase Mark Twain, the 
demise of Bradley as reported by Wall 
Street was a bit premature. Last sum- 
mer the company acquired General 
Consumer Electronics (GCE), creator 
of the Vectrex video game system. This 
was followed by the announcement that 
Milton Bradley had reached an agree- 
ment with Texas Instruments to provide 
an Expander module for the 99/4A 



home computer, featuring a 64-key 
membrane key pad and speech syn- 
thesis/voice recognition capabilities, as 
well as 18 "voice command" cartridges 
for the 1983 and another dozen games in 
each of the next two years. Thus, in less 
than six months Bradley was back in the 
thick of the battle, and among its most 
vocal cheerleaders was Wall Street 
which had bid up the price of the com- 
pany's shares to a high of 40'/2 . Equally 
noteworthy, Bradley was trading at the 
highest price/earnings ratio of any of the 
video game manufacturers despite the 

fact that entering 1983 the company's 
total sales in this market had yet to 
reach $15 million. 

Obviously, this vote of confidence is 
predicated on an anticipated superior 
earnings performance this year as well as 
in 1984. The cornerstone of this growth 
is expected to come from the liaison with 
Texas Instruments. In addition, as Brad- 
ley management pointed out at an 
analyst meeting held during last Febru- 
ary's Toy Fair, the company has the 
freedom to produce Expander units for 
other home computer manufacturers, 
and to deliver the same titles of third- 
party software for other video game 
systems. It was also implied that some 
arrangement along these lines was 
already under consideration, and could 

lead to additional announcements be- 
fore year's end. At the same time an ex- 
pander for the company's own Vectrex 
system is a distinct possibility and in- 
dustry scuttlebutt has it that a home 
computer module for Vectrex could be a 
reality within a year. 

The question remains: Is all the op- 
timism justified? Wall Street hasn't 
made management's job easier with 
some of the more bullish earning' s pro- 
jections currently in print. Estimates of 
1983 earnings per share range from 
$3.75 to $4.25 versus $2.40 per share in 
(Continued on page 77} 

VIDEOGAMES 75 




This Isn't Kids' Stuff, This Is War! 

By Anne Krueger 



Life. It is just like in the arcades. You 
can keep from losing for a while, but 
you can never really win." 

Those dreary words of suburban 
wisdom come from Zoz (real name 
Elmer) — a parent's nightmare of a kid 
who'd like nothing better than to play 
video games all day long, blowing wave 
after wave of argoffs away. When he's 
not hanging around the arcades, Zoz is 
dealing with his real-life problems (sex, 
adults) by inventing imaginary video 
games in.his head. 

In fact, if Zoz— the hero and narrator 
of Stephen Manes'new book. Video War 
(Avon, $2.25)— would have dreamed up 
a simple video game to describe this 
story's plot, it might have gone like this: 

Video War. Insert Quarter. Press Player 

Number One. 

It's you, the normal teenager, against your 

suburban town's bureaucratic biggies. Their 

goal: to shut down the local arcade. Yours is 

to stop them. 

The joystick and fire button are all you need 

to position yourself at the bottom of the 

screen and blast the bad guys heading your 

way. 

They progress downscreen knocking over 

the assorted arcade games in their path. 

Your defense against the bureaucrats' 

relentless attack is outweighed (after all, 

you're jusl a kid ) by their speedy and 

powerful onslaught. 

Hitting the occasional letters that speed 

across the top of the screen to spell VIDEO 

will momentarily freeze the bureaucrats, 

allowing you to pick them off with greater 

ease. 

Hit five bureaucrats and the action again 

freezes, alloting you five seconds to run up 

and fix as many game machines as you can. 

But life is rough. When the bureaucrats 

knock over all 40 machines, you're sunk: 

you lose. 

Game Over Player One. 

76 VIDEOGAMES 




Stephen Manes' book adds a new fac- 
tor to the age-old tensions between 
adolescents and adults. Its conflict could 
be lifted from numerous newspaper 
headlines seen across the country: 
"Public Opinion Turns Against Video 
Games" or "City Council Votes to 
Close Arcades." 

The author has Zoz telling the story in 
a first-person, stream-of-consciousness 
narration that contains some convincing 
dialogue along with a prolific use of 
four-letter words. Obviously Manes is 
trying to be hip for the under-20 crowd, 
but most readers are sophisticated 
enough to relate to the protagonists' 
dilemma without the surplus of ex- 
pletives. 

In the first screen (no chapters here), 



Zoz has suffered a major humiliation: 
His mother drags him out of Amies, 
Bunker Hills Bluffs' local arcade,in front 
of his peers and publicly forbids him to 
continue his favorite recreation. To add 
insult to injury, she and her current 
boyfriend, the town councilman, band 
together to force the closing of 
everyone's favorite hangout. 

Zoz at first deals with this dilemma in 
his usual fashion, skulking off to his 
bedroom and blowing off steam by in- 
venting a game called Big Mama. The 
object is to use your joystick to shake t he 
300-pound mama off your back. (Most 
adults are thought of in this un- 
complimentary manner). 

But Zoz and his fellow players decide 
it's going to take more than daydream- 
ing to shake mama and the town council] 
They declare war and form" Valley In- 
dividuals Defending Entertainment Op- 
tions" (VIDEO, to you). How these kids 
fight an organized battle to win public 
acceptance of arcade games really Is the 
meat of the book. Manes manages to 
make the kids' efforts — Zoz designs a 
VIDEO T-shirt, petitions ue 
distributed, parades and arcade pla\ ifl | 
are planned — seem believable and 
refreshing. He paints such a depressing 
picture of suburbia, it's easy to under- 
stand why these kids (who don't seem to 
drink or take drugs) attack the arcade 
issue with such fervent "My God, 
they're taking away our freedom" 
stance. Arcade games are the only things 
that make life in Bunker Hills Bluffs 
bearable to these teenagers. 

As for Zoz, playing video games is t he- 
only time he really seems to get a grip on 
things and feel in control. His home life 



could accurately be described as 
miserable; he has a lousy job making 
weird concoctions out of potato skins at 
Spudville, and he doesn't have a steady 
girlfriend. Manes is in his element here: 
He seems to have his finger on the pulse 
of everyday high school life as he 
delineates each detail of adolescent 
minutia. 

But Manes loses his touch when it 
comes to Zoz's boy/girl relationships. 
One encounter that culminates in a sex 
scene with Jenny, the pretty and brash 
organizer of VIDEO, seems especially 
senseless to the scheme of things. Kids 
may have one-night stands but this one 
seems particularly ungratifying to Zoz 
and to the book's story lines. 

In a more diverting sideline to the 
main plot, Manes has Zoz developing a 
slow but steady relationship with 
Rowena, a less-glamorous VIDEO 
member. At first Zoz calls Rowena "a 
loner, spelled 1-o-s-e-r," mainly based 
on the fact that she's quiet and wears 
baggy clothes (Zoz is at that age where 
he'd like all females to be required to be 
naked). During Zoz's scalding descrip- 
tion of Rowena, he off-handedly says, 
"Did I mention she's black?" indicating 



that's not why he's not interested— it's 
just everything else about her that seems 
to turn him off. 

But Zoz starts spending more time 
with Rowena when he discovers she's a 
computer whiz and has loads of expen- 
sive equipment. It's Rowena who shows 
Zoz how to program games and gives 
him the idea of possibly using his artistic 
talents in that area. 

As Zoz gets to know Rowena, he all- 
too-quickly sheds his macho chauvinism 
and the reader is supposed to believe his 
episode with Jenny may account for his 
sudden realization that there's more to 
life than instant gratification. 

Still, it's hard to swallow the 
stereotype of Rowena as the poor little 
girl whose parents buy her expensive 
computers because they're too busy for 
her. It's a little like Manes thought a 
book revolving around a video games 
conflict needed colorful subplots to keep 
it going. 

But Video War doesn't glorify these 
kids or offer a too-rosy conclusion. The 
VIDEO group discovers everything 
good they can do can be undone by 
someone else. And when the city council 
decides to keep the arcades open, they 



realize it has little to do with the kids' ef- 
forts and a lot to do with sleazy politics. 

Such is life, Zoz would say. But to top 
that, Arnie — the owner of the town's ar- 
cade and VIDEO'S only adult pal in the 
book — turns around and hikes the game 
prices to fifty cents, reinforcing Zoz's 
feelings that most adults are pretty 
stinko. 

So maybe Zoz is right when he says 
life in Bunker Hills Bluffs, and 
everywhere else for that matter, is like 
being in the arcade: you can never really 
win. But you've got to keep fighting 
those argoffs while you can. a 

Bull's Eye ~ 

(continued from page 75) 
1982, and looking out to 1984 the figure 
jumps to the $5.00 range and even 
higher. Given the company's recent 
stock price of $38 per share those 
estimates do not leave much margin for 
error. Given the present situations at 
Warner Communications and Mattel, 
lower-than-anticipated earnings could 
have a devastating effect on stock prices. 
Milton Bradley has already taken the 
ride on that merry-go-round. This time 
it's looking to grab the gold ring. A 




tdc *of*i*illC* NATIONWIDE 1-800-255-2000 

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VIDEOGAMES 77 




®§>(2^ 



L_D C_J 




Take your marble to 

the top. Pick your spot 

and let it drop. Hope 

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the fun never stops! 

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It is up 
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You'll be attacked by 
Nova Cruisers and 
Single Saucers. You 
must avoid Spye 
Satellites and deadly 
Dyne-Beam Shooters 
and you must stop the 
Draynes from deplet- 
ing the Reptonian 
power supply. Repton 
is a battle so thrilling 
you'll be relieved to 
find out you're still on 
earth when it's over! 




Turn your keyboard 
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Type Attack was 
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and 60 user defined 
lessons. Great sound, 
graphics and a real- 
time words per minute 
bar make improving 
your typing skills fun! 



Talk about adventure 
on the high seas! 
You're blasting away 
at a squadron of 
enemy bombers and 
Kamikaze fighters from 
the deck of your P.T. 
boat. Suddenly you 
notice the sea is 
loaded with mines and 
an Exocet missile is 
screaming toward you 
on the horizon. Instinc- 
tively you jerk the joy- 
stick to the starboard, 
keeping your thumb on 
the fire button. Phew! 
That was close! Some- 
times it's hard to 
believe Wavy Navy's 
just a video game. 



New Games For Your Apple II From Sirius 



TM 



Type Attack. Wavy Navy, Flip Out and Repton packages, programs, and audio visuals © 1982 Sirius. Type Attack. Wavy Navy. Flip Out. Repton and 
Sirius are trademarks ol Sirius Software. Inc. Apple is a trademark of Apple Computer, Inc. 

For more information contact your local Sirius dealer or distributor or contact us at 10364 Rockingham Drive, 

Sacramento, CA 95827, (916) 366-1195. 



THE fyiMlID LEGIOn 



Chapter Six: 







Words: Lou Stathis Visuals: Matt Howarth 



Instead of creating new levels for f 
you to play, the machine has been 
sending you into real battles 
across the Universe. 




162 









In recognition of 
your unselfish 
service, please 
accept this most 
invaluable lunch- 
bag of power ... 






The thing's totally 
useless in a fight, 
' but it's one helluva 
cure for entropy! 



7 




I should be able to use 

these powers to find 

my kid brother! 





This I gotta 
see! Mind if 
I swim along? 



NEXT: Out of the frying pan ... 
VIDEOGAMES 79 



THERE COMES A TIME vJHEN 
|A MAN MUST FACE UNKNOWN) 
CHALLENGES,., 



WHEN) A MAN MUST TAKE 
ON ALL OBSTACLE^.-- 



. , AND THAT MAM IS . . . 

INDIANAPOLIS BONES! 




THAT'S IT ; I DID IT? 184 BILLION 
NOW I CAN PUT MY INITIALS I N 

THE MACHINE ... a 

Wot so I. 

PAST. BONES.' 



YOU'VE DOME YOUR JOB WELL! BUT ALLOW f"l£ TO CLAIM 
ZEE CREOIT BY PLACING MY INITIALS IN ZEE MACHINE 



WELL, WELL IRENE RELIC ! MY FRENCH 
SPEAKING FOE .'HOW CAM YOU DO SUCH 
DIABOLICAL THINGS? 



EASY.' BEFORE I BECAME A 
FULL-TIME VILLAN I WAS 
ZEE WARDEN AT DEVIL'S 
ISLAND 




80 VIDEOGAMES 







ONCE THEYSfARr 

Teaching it inj 
school all thc 




HEY KiO, YA WANNA COME" 
OVER TO MY HOUSE APltPSCHOOL?| 
THEY'RE SHOWING '*IUOM % bM 





YOU KNOW WE'NE&,WEVE* ALREADY SEEN 

This movie" yTTiNiZS! why don 7" we do 

SOMETHING ELSE"/ 




VMKTO? 

we just 
hepe" 




[All we Emer oo isWlTTWE 
ARCADES'? I'm S/CK or IT/ CANT 
Iwe Think* or ANYTHING £LS€ 

j fe^ ^ w a wM^ TO 00??? 4 



£IKC WHAT?/? 

>U CAN GO IF YO 
WANT/ I'M HAYING Rj 



HERE HE COMCS 
NOW/ 

"7^7 




'Son, we've: decioed to send you to 
| one of those" new computer camp5 
This Summer/ 




Wmii 




Poor guy/ he's ovcrcomc with 

P*""^ -"^X^EyClTEM CNT/^ 

^~7J 





i mi'\ 1 1 

VIDEOGAMES 81 




The Top 1 
Home Games 







Weeks 




Mar. 19 


Mar. 5 


on Chart 




1 


7 


4 


Ms. Pac-Man (Atari) 


2 


1 


26 


Pitfall (Activision) 


3 


2 


9 


River Raid (Activision) 


4 


4 


9 


Vanguard (Atari) 


5 


3 


28 


Frogger (Parker Brothers) 


6 


5 


28 


Donkey Kong (Coleco) 


7 


11 


4 


Phoenix (Atari) 


8 


8 


28 


Pac-Man (Atari) 


9 


10 


5 


Spider Fighter (Activision) 


10 


6 


7 


Dragon Fire (Imagic) 



© 1983 by Billboard Publications, Inc. Reprinted by permission. 
These are the best-selling home video games compiled from 
outlets by the Billboard research department. 



The Top 1 4 
Arcade Games 



March 15, 1983 

"1. Pole Position (Atari) 

*2. Front Line (Taito) 

*3. Popeye (Nintendo) 

*4. Time Pilot (Centuri) 

5. Super Pac-Man (Bally/Midway) 

•6. Baby Pac-Man (Bally/Midway) 

7. Q'bert (Gottlieb) 

8. Joust (Williams) 

9. Pac-Man Plus (Bally/Midway) 
10. Ms. Pac-Man (Bally/Midway) 

•11. Moon Patrol (Williams) 

*12. Millipede (Atari) 

13. Jungle Hunt (Taito) 

14. Galaga (Bally/Midway) 

<g 1983 by Play Meter Magazine 

These are the top earning arcade games according to a poll of 
operators. Those with asterisks indicate operator responses 
were between 25-50 percent. 



High Scorers 



Baby Pac-Man 


2.282.610 


Charles Kirby 
Decatur, Ala. 


Bagman 


87.800 


Steve Bernhardt 
Kenosha, Wis. 


Buck Rogers 


313.330 


Bruce Borsato 
Trail, B.C.. Can. 


Burgertlme 


4.163,250 


Chuck Coss 
Stubenville. Ohio 


Centipede 


15.207.353 


Darren Olson 
Calgary. Alberta. Can. 


Defender 


75.865,375 


Joe Carson 
Cheektowaga. N.Y. 


Dig Dug 


4.129.600 


Ken Arthur 
Blackburg, Va. 


Donkey Kong Jr. 


951.000 


Matt Brass 
Bozemar. Mont. 


Frenzy 


4.789.909 


Mike Mann 

Oak Park Heights. Mn. 


Front Line 


187,000 


Jeff Peters 

Rancho Cucamonga. Calif. 


Gorf 


2,220.000 


Jason Smith 
Midland. Tx. 


Gravitar 


4.722,200 


Raymond Mueller 
Boulder, Colo. 


Joust (new Chip) 


33.167,250 


Bob Weiss 
San Jose. Calif. 


Jungle Hunt 


983.430 


Dan Cook 
Woodbridge, Va. 


Liberator 


1.449.350 


Sean Middleton 
Anchorage. Alaska 


Lost Tomb 


1.072.980 


Mark Rasmussen 
Ft. Dodge, la. 


Millipede 


1.506.684 


Eric Ginner 

Milpitas. Calif. 



Monster Bash 

Moon Patrol 

Mr. Do 

Ms. Pac-Man 

Pac-Man Plus 

Pengo (4 men) 

Pole Position 

Popeye 

Q'bert 

Quantum 

Rescue 

Robotron 

Satan's Hollow 
Star Trek 

Super Pac-Man 

Time Pilot 

Xevious 



445,800 George Rassmussen 
Kenosha. Wis. 

577,480 Eric Ginner 

Mountain View. Calif. 

1.365,450 Scott Hunter 
Arlington, Tx. 

388,190 Michael Buck 
Ottumwa, la. 

215.220 Kevin Pollock 
Upland, Calif. 

809,990 Kevin Leisner 
Racine, Wis. 

65,460 MikeKlug 

San Jose, Calif. 

219,850 Steve Harris 

Bladstone. Mo. 

14.324,565 Rick Carger 
Salisbury, Md 

1.029.160 JuddBoone 

Moscow, Idaho 

419,555 Roddy Rodolfo 
Ft. Worth, Tx. 

252.115.350 Eddie O'Neil 
Durham, N.C. 

8,692.035 Michael Ward 

Madison. Wis. 

974,475 Robert Purser 

Norcross. Ga. 

456.190 Kevin Fischer 
Dunkirk. Mo. 

1.892,000 John Roberts 

Plattsburgh. N.Y. 

230,790 David Knight 
Upland. Calif. 



Our thanks to Waiter Day. Jr o' Twin Galaxies 
a seit addressed stamped envelope to Walter 



iniernationaiScoreboarri(226EastMainSt Ottumwa. ia 52556I Readers who thmk they may have a high score should send 

Day wno win then forward the necessary information and forms. 



82 VIDEOGAMES 



m 





The people of Earth are 
counting on you! 




It's the fight of your life! You're not 
just in an arcade anymore. You're 
alone in a SOLVALOU super space- 
fighter. It's that real! You're flying 
an incredible search-and-destroy 
mission to save the world from in- 
vading Xevious aggressors. 

You are Earth's last hope. They're 
counting on your skill to wipe out 
waves of attacking enemy aircraft and 
endless streams of hostile land bases 
BACULA resistor shields, ZOSHI Death 
squads, GROBDA tanks, the ANDOR 



GENESIS mother ship. . 
blast you out of the sky. 

Are you hot enough? You'll have 
to be sharp. Because as you get 
better the Xevious forces get more 
devious! More dangerous! 
ATARI XEVIOUS is the latest 
coin game rage. It's max 
challenge that keeps coming. 
Only you can determine the 
outcome of Earth's great- 
est struggle for survival. 
Xevious! The new generation. ATA \J I 



*Xevious is engineered and designed by Namco Ltd. Manufactured under license by Atari. Inc Trademark and © Namco 1982. 0* w " n * Commur " aUion8Comwn » 



AN EXCITING NEW FRONTIER 

IN VIDEO GAMES 









c 19B3 Artists & Friends. Niyhin 



ASK FOR IT AT YOUR LOCAL ARCADE 



Fur a 22" x 28" Full Color Journey Performance Poster. 

Send $3.00 Rj 

Journey 

Dept "P" 

PO Box 404 

San Francisco. CA 94101 

Includes Postagi '■>■ ig Vnui When; Prohibited By Law 



FROM 



Ma MIDWAY 

9 i- inao dai i v MimiA/Av \ncn m 



c 1983 BALLY MIDWAY MFG CO